Wars of the Reformation 1517–1555 1

by Ed Beach RULERULE BOOKBOOK 2nd2nd PrintingPrinting

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com© 2010 GMT Games, LLC 0512 2 Here I Stand, 2nd Printing Table of Contents

1. INTRODUCTION...... 3 16. NAVAL AFFAIRS...... 22 2. GAME MAP...... 3 16.1 Naval Movement...... 22 2.1 Space...... 3 16.2 Naval Combat...... 23 2.2 Political Control...... 3 16.3 Naval Transport...... 24 2.3 Religious Influence...... 4 16.4 ...... 25 2.4 Control Markers...... 4 17. UNIT CONSTRUCTION...... 26 2.5 Other Map Elements...... 5 17.1 Land Units...... 26 3. POWERS AND RULERS...... 5 17.2 Naval Units...... 26 3.1 Player...... 5 18. THE REFORMATION...... 26 3.2 Power...... 5 18.1 Religious Actions...... 26 3.3 Ruler...... 5 18.2 Religious Modifiers...... 28 4. POWER CARDS...... 6 18.3 Reformation Attempts...... 29 5. MILITARY UNITS...... 6 18.4 Counter Reformation Attempts...... 30 5.1 Leaders...... 6 18.5 Theological Debates...... 31 5.2 Land Units...... 7 19. WINTER...... 32 5.3 Naval Units...... 7 19.1 Loaned Squadron Markers...... 32 6. CARDS...... 7 19.2 Renegade Leader...... 33 6.1 Card Types...... 7 19.3 Returning Home...... 33 6.2 The Deck...... 8 19.4 Major Power Alliance Markers...... 33 7. SEQUENCE OF PLAY...... 9 19.5 Replacements...... 34 8. STARTING A TURN...... 10 19.6 Piracy Markers...... 34 8.1 Turn 1...... 10 19.7 Debaters...... 34 8.2 Card Draw Phase...... 10 19.8 Mandatory Events...... 34 9. DIPLOMACY...... 11 20. THE NEW WORLD...... 34 9.1 Negotiations...... 11 20.1 Colonies...... 34 9.2 Alliances...... 12 20.2 Voyages of Exploration...... 35 9.3 Suing for Peace...... 12 20.3 Voyages of Conquest...... 35 9.4 Ransom of Leaders...... 13 20.4 New World Riches...... 36 9.5 Removing Excommunication...... 13 21. MAJOR POWERS...... 36 9.6 Declarations of War...... 13 21.1 Ottoman...... 36 10. SPRING DEPLOYMENT...... 14 21.2 Hapsburg...... 36 11. THE ACTION PHASE...... 15 21.3 England...... 37 11.1 Actions...... 15 21.4 ...... 38 12. CONTROL & UNREST...... 16 21.5 Papacy...... 38 12.1 Line of Communication...... 16 21.6 Protestant...... 39 12.2 Unfortified Space...... 16 21.7 Foreign War Cards...... 40 12.3 Fortified Space...... 16 22. MINOR POWERS...... 40 12.4 Unrest...... 17 22.1 Inactive Minor Powers...... 40 13. MOVEMENT...... 17 22.2 Activation...... 40 13.1 Land Movement Procedure...... 17 22.3 Active Minor Powers...... 41 13.2 Intercept...... 18 22.4 Deactivation...... 41 13.3 Avoid Battle...... 18 22.5 Defeat of Hungary-Bohemia...... 41 13.4 Withdrawing into Fortifications...... 19 22.6 Independent Keys...... 41 14. FIELD BATTLE...... 19 23. VICTORY...... 42 14.1 Retreat...... 20 23.1 Automatic Victories...... 42 15. SIEGE...... 21 23.2 Victory Points...... 42 15.1 Assault...... 21 23.3 Victory Determination Phase...... 43 15.2 Relief Forces...... 22 15.3 Breaking a Siege...... 22

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 3

nomic value. They never grant a power additional victory points 1. Introduction or cards. However, a fortress’s strong defenses force a power to Here I Stand is a game for two to six players based on the military, besiege the space to gain political control. Several event cards political and religious conflicts within Europe at the outbreak of allow a player to construct a fortress on an unfortified space the Protestant Reformation, from 1517-1555. Each player controls during the game. one or more major powers that dominated Europe at the time. The major powers represented are the , the Hapsburgs, Unfortified Space: A circle represents an unfortified space. England, France, the Papacy and the Protestant states. These spaces represent cities (or towns) that could be controlled without a siege. Forces from two powers that are at war must fight a field battle if they ever simultaneously occupy the same 2. Game Map unfortified space. The game is played on a 22” x 34” map of Europe in the 16th Home Space: Spaces with a gray fill color are independent and are century. Cities and towns that played an important role in the his- not aligned with any of the powers represented in the game. All tory of the period are represented on the map as square, circular, other spaces are a home space for a specific power, as indicated hexagonal, or eight-pointed symbols called “spaces.” A network in the table below. This power is referred to as the “home power” of lines called “connections” link these spaces. A space connected for that space. to another by one of these lines is an “adjacent” space. Some of the spaces are also ports (a circular symbol with an anchor inside). Major Power Home Space Color Ports allow access to a series of areas called “sea zones” (light Ottoman dark green yellow regions with dash blue boundaries). Hapsburgs yellow The political and religious status of each space is updated through- England red out play using control markers. Detailed information about map France dark blue elements and control markers is provided in this section of the Papacy purple rulebook. Protestant Brown edge with white center [This mapsheet also contains the following charts referenced Minor Power Home Space Color within these rules: New World Riches Table, New World display, pink Victory Track, Electorate Display, Diplomatic Status Display, Hungary/Bohemia light green Henry’s Wives Pregnancy Chart and the Turn Track.] Scotland light blue orange 2.1 Space All spaces in the game are either fortified or unfortified. Fortified Space: A fortified space represents a walled city (or town). A power must successfully besiege a fortified space to gain political control of that city. Up to four friendly land units may remain within a fortified space to defend that city against an Protes- France England Hapsburg Papacy Ottoman Inde enemy siege. Fortified spaces also serve as winter quarters. There tant pend- are three different types of fortified spaces: • Key: A key is a fortified space represented by a square. Keys 2.2 Political Control are the most influential and wealthy spaces; control of a key The political control of each space is tracked throughout the game. gives a power victory points and cards. Six of the keys have a By default, each space is under the political control of its home double-square border (London, Paris, Valladolid, Vienna, Rome, power. As political control changes, control markers are placed on and Istanbul); these keys are capitals. The Hapsburg power has top of the space to indicate that the political control has changed two capitals (Valladolid and Vienna) while the Protestant power to a non-home power. These control markers are color-coded by has none. The other four powers each have a single capital. power and also include a flag used by that power during the 16th • electorate: An electorate is a fortified space represented by a century. hexagon. There are six electorates on the map, all in Germany. Each electorate represents the home city of one of the electoral Controlled Space princes who had the power to elect the Holy Roman Emperor. A space that is controlled by a major or minor power is a controlled These spaces are the focal point of the political and religious space. Controlled spaces for a power include: struggle in Germany during the game. Electorates are not keys, • Home spaces that have not fallen to another power. but they are important spaces for the powers interested in Ger- • Independent (gray) spaces seized by the power. man affairs: the Hapsburgs, the Papacy, and the Protestants. • Home spaces of other powers seized by the power. • fortress: A fortress is a fortified space represented by a circle • Home spaces of allied minor powers. with eight points. Fortresses are walled towns with little eco-

Note on the 2nd printing rules: A vertical line in the margin indicates an addition or modification to the 1st printing.

© 2010 GMT Games, LLC 4 Here I Stand, 2nd Printing

Control Terminology 2. Every square control marker must be either on the map or on Friendly: The term “friendly” refers to any game element (space, the appropriate power card. unit, stack, formation, debater) that is controlled by the active power or an ally of that power. Following these two rules ensures that the power cards are always kept up to date with the proper information about card draws and Enemy: The term “enemy” refers to any game element that is victory points. controlled by a power that is currently in a state of war with the active power. In addition, Papal and Protestant debaters are always Hexagonal Markers considered to be enemies of each other. Hexagonal markers are used to show status of electorates, fortresses, unfortified spaces, and keys Independent: The term “independent” refers to any game element captured by the Protestant power. These markers are that is not controlled by a major or minor power. Independent game kept out of play until needed to update the political elements are never considered to be either friendly or enemy items or religious status of a space. They are never placed for the purposes of any rules of play. on power cards. EXAMPLES: Independent units can not intercept moving forces since only enemy formations may attempt intercepts. Adjacent independent units do not prohibit unoccupied, unfortified spaces from being controlled, an action that is restricted by the presence of adjacent enemy units. 2.3 Religious Influence The dominant Christian denomination (Catholic or Protestant) in many spaces changes during the game as the Reformation sweeps across Europe. Only Ottoman home spaces (which are considered to be either Muslim or Eastern Orthodox) are immune to such a change of religious influence. Catholic Space: All spaces on the map (other than Ottoman home spaces) start the game under Catholic religious influence. Catholic spaces are shown by either the absence of a control marker over a solid-covered space or by a control marker on its solid side. Protestant Space: Protestant spaces represent cities where the new reformed beliefs are dominant. Spaces under Protestant influence Control Marker Example are shown by the absence of a control marker on a Protestant home 1: Hapsburg unfortified home space. Still Catholic and under space or by a control marker with a colored border and white center Hapsburg political control. (the reverse of its solid colored side). 2: Hapsburg home key. Still Catholic but now under English 2.4 Control Markers political control. Control markers are used to denote a space’s political control 3: English home key. Now Protestant but still under English and religious influence. The flag and border color of the marker political control. indicates the political control of the space. The interior color of the marker indicates the religious influence. One side of the control 4: Independent space. Now Protestant, but still independent marker is a solid color that represents Catholic religious influence politically. while the flip side of the control marker has a colored border with 5: Protestant unfortified home space. Now Protestant in religion, a white interior that represents Protestant religious influence. There but under Hapsburg political control. are two shapes for control markers: a square marker for keys and 6: Protestant home electorate. Still Catholic and under Hapsburg a hexagonal marker for all other spaces. political control. Square Markers 7: Protestant home electorate. Now Protestant in both religion Square control markers are used to show the status and politics. of keys. These markers are transferred between the power cards (Section 4) and the map when a key is captured or lost. Note these two rules: 1. Every key on the map must contain a square control marker. Exceptions: independent keys not currently under major power control, keys of minor powers when they are neither allied to a major power or captured, and keys captured by the Protestant power (which has no square markers).

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 5 2.5 Other Map Elements 3.0 Powers and Rulers Four other elements of the map are important to play. Here I Stand is best played with either three or six players. The Language Zone rules in this booklet are for a game with six players. The small The background of the game map is color-coded to depict five number of rule changes needed to support play with 3 to 5 play- language zones. Each space falls entirely within a single language ers are listed in the section “Games with 3 to 5 Players” in the zone, as determined by looking at the background color of the Scenario Book. Play with 2 players is also possible using the Two- map around that space. Exception: the spaces within a tan back- Player Variant presented at the end of the Scenario Book. Unless ground; these spaces lie outside all five language zones. Spaces you are using the Two-Player Variant, all six major powers are within a language zone are sometimes referred to as “speaking” assigned to a player and take an active part in the conflict. This that language, e.g. a space in the English language zone is an section defines players, powers, and rulers and gives high-level “English-speaking space.” information about each of these game concepts. Language Language Zone Color English pale red 3.1 Player French pale blue In the six-player game, each player controls a single major power. German gray In games with three to fiveplayers, some players control two major Italian pale purple powers so that all major powers are in play. Spanish pale yellow 3.2 Power Pass A power is a nation or city-state present in the game. The Protestant A connection shown with a dashed line is a pass. There are 3 reformers and the German princes who defended their religious passes across the Pyrenees between and France, 6 passes in changes represent an additional power. There are 10 powers: 6 the Alps near northern , and 7 passes in the Balkans. Forma- major and 4 minor. If the text of a rule or card says “power” without tions of land units moving over a pass expend 2 command points specifying “major” or “minor”, the rule pertains to a major power. (CPs) instead of the usual cost of 1 CP for moving over a normal Major Power connection. Passes also: The major powers are England, France, the Hapsburgs, the Otto- • slow the spread of religious ideas man Empire, Papacy, and the Protestants. Each major power has • block spring deployment of land units a “power card” (Section 4) that tracks its status with respect to • prevent interception by an enemy formation that is adjacent allowable actions, card draws, victory points, and current ruler. across a pass, and Many game functions are conducted one power at a time in the • inhibit land units’ ability to control adjacent spaces and re- following order: move unrest in adjacent spaces. 1. Ottoman Units may retreat or avoid battle over a pass. 2. Hapsburgs 3. England This order is known as Sea Zone “Impulse Order.” The map contains 14 sea zones, each labeled in a blue italic font. 4. France Boundaries between sea zones are shown by a broken blue line. 5. Papacy Only naval leaders and naval units may occupy sea zones; land 6. Protestant units must always end every action in a space. Minor Power Port The minor powers are Genoa, Hungary/Bohemia, Scotland, and Most (but not all) of the spaces near the coast act as ports, which Venice. The allegiance of these states can change during play. provide access to one or more sea zones. One-zone ports possess a single anchor symbol. Two-zone ports have two anchors next 3.3 Ruler to them, one anchor within each of the two sea zones that may be The ruler of each major power plays an important role during the accessed from that space. game, whether monarch, sultan, or pontiff. The rulers of two major powers remain constant throughout the game: The following sea zones are not connected: • Hapsburgs - always ruled by Charles V • Ionian Sea/ (two-zone port: ) • /Atlantic Ocean (two-zone port: Gibraltar) • Ottoman Empire - always ruled by Suleiman I • Black Sea/ (two-zone port: Istanbul) The rulers of the other four major powers change during play as However, if the two-zone port between these zones (Messina, the result of Mandatory Event cards (Section 6.1). The initial ruler Gibraltar, or Istanbul) is under friendly control, naval units may for each of these powers is printed on the right side of their power move into this port from one zone during one Naval Move action card. Subsequent rulers enter play through Mandatory Event cards. and then back out to either zone during a later Naval Move action. These cards are placed over the ruler printed on the power card so that the new ruler’s attributes are visible to all players. The following sea zones are CONNECTED (as shown by the double-ended arrows at the top of the map): North Sea/Irish Sea North Sea/Baltic Sea

© 2010 GMT Games, LLC 6 Here I Stand, 2nd Printing

Attributes All rulers possess two attributes: administrative rating and card 5. Military Units bonus, as described below. English and Papal rulers also affect There are three types of military units: leaders, land units, and the resolution of religious conflicts (Section 18). Explanatory text naval units. This section shows an example of each military unit is included on the power card or Mandatory Event card for each and explains the importance of any numeric values on the coun- English/Papal ruler to show how that ruler alters the resolution ter. The pieces provided are an absolute limit. No more may be of religious conflicts. created for any purpose; the number provided is indicative of the overall manpower and financial resources of each power during Administrative Rating: The administrative (or “admin”) rating of this period. Military units use the same color as the home spaces a ruler evaluates that ruler’s ability to conserve national resources for each power. so they can be applied in times of need. An administrative rating is always given in terms of the number of cards that ruler can save 5.1 Leaders from one turn to the next. Leaders are placed in plastic stands so players can quickly determine their current location on the map. Card Bonus: The card bonus of a ruler evaluates whether or not (Flat leader counters are also provided for those who a ruler was exceptionally resourceful in mobilizing support for his prefer this alternative.) The numeric information endeavors. A card bonus is given in terms of the number of extra contained on the leader counter differs slightly for cards a power is dealt when led by this ruler. army and naval leaders. Naval leaders Additional Ruler Functions have a blue background for their coun- The Protestant rulers Luther and Calvin may also affect the game ters that distinguishes them from army as reformers and as debaters (Section 18). Some rulers may affect leaders. the game as army leaders: Suleiman I (Ottoman); Charles V (Haps- Army Leader burgs); Francis I, Henry II (France); and Henry VIII (England). Battle Rating: The top number on army leaders is their battle See Section 5.1. These additional functions are entirely separate rating. Higher battle ratings increase the chance of successfully from their role as ruler of a major power. While serving in these intercepting or avoiding battle, and add extra dice during assault additional capacities, these rulers function like any other reformer, and field battle. debater, or army leader and are governed by the appropriate section of the rules for that type of unit. Command Rating: The bottom number (always appearing in a yellow box) is the leader’s command rating. This number indicates the number of land units the leader can control at one time. 4. Power Cards Formations The status of each major power is tracked on a power card. Each A formation is a group of land units in a single space that func- of the 6 power cards contains the following sections: tions as a combined entity for the purposes of movement, field • List of Actions (upper-left): battle, intercept, and assault. One or more army leaders may also A list of each possible action be included in the formation. The maximum number of land that this power can under- units in a formation is dependent on the Command Rating of any take during the Action Phase leaders present: (Section 11), including the Leaders Present Maximum Formation Size actions’ CP cost. The list none 4 of possible actions differs 1 Command Rating of leader by power. 2 or more Sum of highest two command ratings • Initial Ruler Card (upper-right): Attributes of the initial ruler Army leaders are never counted when determining the size of a for this power, as described in Section 3.3. formation. Formations may not include units from two different • Bonus VP Box (lower-right): This is a holding area for mark- major powers. They may include units of a major power and a ers that show the player has gained bonus Victory Points (VP) minor power which is actively allied to that major power. for Voyages of Exploration, Voyages of Conquest, disgracing or burning enemy debaters, winning wars, controlling keys in FORMATION EXAMPLE: The Ottoman leaders Suleiman (com- Italy, completing Bible translations, and other special events. mand rating 12) and Ibrahim (command rating 6) are stacked in Buda with 12 regulars and 2 cavalry. The Ottoman spends 1 CP The power card also contains customized information in the lower- to move a formation to Pressburg. If the Ottoman includes neither left. Although the format of this section differs for each power, this leader with the formation, just 4 land units may move. If the Ottoman section always shows how to determine the number of card draws includes only 1 leader, the number of regulars and cavalry must be for that power (before card bonuses are added) and the number equal to or less than the command rating of that leader. The Ottoman of base VP (before special and bonus VP are added). For some player would have to move both leaders from the space in order to powers this area also includes one or more special power-specific tracks, described in more detail in Sections 18 and 21. move all 14 land units from Buda.

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 7

Naval Leader 5.3 Naval Units Battle Rating: The top number on naval leaders is Rectangular pieces are used to represent naval units. Each naval their battle rating. Higher battle ratings increase the unit always represents a single squadron or corsair. There are no chance of successfully intercepting or avoiding battle, denominations of naval units. and add extra dice during naval combat. Squadron: Naval squadron counters depict Piracy Rating: The Ottoman naval leaders Barbarossa and a vessel with white sails. The numeric value possess a second numeric value. This number (after the on the counter shows the number of dice “P”) is their piracy rating, indicating the number of extra dice the it rolls in naval combat and the number of leader provides when present in a sea zone where the Ottoman is enemy hits required to eliminate it. The color around the number initiating piracy. shows which power owns the squadron. All powers have naval squadrons, except the Protestants and Hungary/Bohemia. 5.2 Land Units There are three types of land units, all represented with circular Corsair: Corsair counters depict a vessel pieces. Land unit pieces come in different “denominations” (1, 2, with black sails. The numeric value on the 4, and 6) to facilitate stacking. Not all denominations are available counter shows the number of dice it rolls in for every power. Players may free up small denomination units at naval combat and the number of enemy hits any time by replacing several pieces (all of the same type and all required to eliminate it. Corsairs can be found on the reverse side in the same space) with a stronger piece of equal total strength. of Ottoman naval squadrons. Only the Ottoman power receives If, after freeing up small denomination units wherever possible Corsairs. across the board, a power still has an insufficient number of small denomination units to properly “make change” to satisfy a Combat or Event card result, that power loses additional units from the 6. Cards space where the combat or event is occurring until a number is The game play in Here I Stand is driven by a single deck of 110 reached that can be represented with the available counters. cards. This section explains each of the different types of cards, and how to manage adding and removing cards from the deck. 6.1 Card Types There are five types of cards in the game, as described below. With the exception of Mandatory Event cards, every card may be played as either an event, or as command points (CPs). CPs may be used to take actions (Section 11), or to declare war (Section 9.6). The four denominations of Hapsburg regulars (When playing a Mandatory Event, the event takes effect first, then the active power receives 2 CPs to spend on actions.) If a player Regulars: Regulars have a multi-colored unit symbol and a dark uses a card as an event, he or she follows the instructions printed stripe across the bottom of the counter in their power’s color. on the card. Some cards have two alternate sets of instructions The numeric value on the counter shows the number of regulars separated by the word “OR” in capital letters. These cards give represented by this game piece. All powers, both major and minor, the player an option of playing them two different ways. When have regulars. playing a card with two sets of instructions, only the conditions Mercenaries: Mercenaries have a solid black unit symbol. The and effects in the portion of the card chosen by the player apply. background is a pale version of their power’s color. Home Cards The numeric value on the counter shows the number Each power has a specific Home card (the Papacy has two) which of mercenaries represented by this game piece. All starts every turn in their hand. Once used, Home Cards are placed major powers except the Ottoman receive mercenar- on the appropriate power card (not in the discard pile) to show ies. Mercenary units can be found on the reverse side that they are not available until cards are dealt at the start of the of regulars for these powers. Mercenaries are cheaper to construct next turn. A player may not pass during his impulse in the Action than regulars, but may desert a player at a key moment. Phase if a Home Card is still in his hand. Home Cards can never be Cavalry: Only the Ottoman player possesses cavalry units. The drawn from a power’s hand when a random draw is required (either numeric value on the counter shows the number by Event card play, diplomatic agreement, or piracy), even if it is of cavalry units represented. Cavalry units can the last card in your hand. be found on the reverse side of Ottoman regulars. Mandatory Event Cards Cavalry aid in intercept and avoid battle attempts, Cards with the name of the card in red and the word “Mandatory” but are ineffective during siege operations. printed on them are Mandatory Event cards. Mandatory Event must be played during the Action Phase of the turn in which they are drawn. When played, the event is always resolved first, then

© 2010 GMT Games, LLC 8 Here I Stand, 2nd Printing the playing power receives 2 command points to spend on actions. Home Card Mandatory Card Combat Card Mandatory events may never be held from one turn to the next. A player may not pass during his impulse in the Action Phase if a Mandatory Event card is still in his hand. All Mandatory Events are removed from play after they occur, except Council of Trent and Master of Italy. These two Mandatory Events remain in the deck from turn to turn and may each occur numerous times. Mandatory Events can be drawn from a power’s hand when a random draw is required; in this case the event is not triggered. Response Cards Cards with the name of the card in blue and the word “Response” printed on them are Response cards. Response cards are playable as an event in the Action Phase during any player’s impulse (in- cluding your own). Play of a Response card interrupts a player’s impulse, a battle, or an Event card play. Players should allow a reasonable amount of time for play of a Response card by another player after each action, event, naval combat, or assault. Response cards can also be played for CPs during a player’s impulse if a Response Card Event Card player does not wish to use the card’s special ability to interrupt another player. 6.2 The Deck Combat Cards The cards available to each power each turn consist of their Home Cards with the name of the card in black and the word “Combat” card(s) and a variable number of cards dealt to that power from a printed on them are Combat cards. Combat cards are playable single deck of shared cards. The deck is reshuffled each turn, after as an event only during a field battle, assault, or naval combat in any new cards for that turn have been added, and before cards are which the card owner’s units are participating. The Combat card dealt to each power. is played just before that battle is resolved. Combat cards can also be played for CPs during a player’s impulse if a player does not Adding Cards wish to use the card’s special ability to be played during combat. The upper-right hand corner of 37 cards contains a turn number or the word “Variable.” None of these cards are used on Turn 1. Event Cards All other cards in the deck are Event cards. The name of these Instead, at the start of the Card Draw Phase of Turn 3 and later cards appears in black, like Combat cards. These cards are played turns, players review each of these cards to see if they should be as events during the owning player’s impulse in the Action Phase. added to the deck before new hands are dealt. These cards fall They may also be played for CPs during a player’s impulse into three types: if a player does not wish to use the card’s event. Three events • 31 of these cards show a turn number, with no further (Augsburg Confession, Printing Press, and Wartburg) have game condition. These cards are always added to the deck in the effects that last until the end of the current game turn. A marker indicated turn. is provided in the counter mix for each of these events. Place the • 2 of these cards (#19 ‘Edward VI’ and #21 ‘Mary I’) show a appropriate marker on the Turn Track when one of these three turn number with a condition for play. These cards are added cards is played as an event, to remind players that this event is in to the deck in the indicated turn only if the condition listed is effect. Five Event cards have special uses elsewhere as events in true. If it is false, the card is set aside until the following turn. another phase. These special uses are as follows: The card is added to the deck during the Card Draw Phase of Action the next turn in which the condition is satisfied. These cards Card Name Other Phase Used Phase too? may never be added to the deck before the indicated turn, Diplomatic Marriage Diplomacy Yes even if the condition is satisfied. Spring Preparations Spring Deployment No • 4 of these cards read “Variable.” These cards are each added Venetian Informant Spring Deployment No to the deck during the Card Draw Phase of the first turn in Copernicus Victory Determination Yes which the condition is satisfied. Michael Servetus Victory Determination Yes Cards without a turn number or the world “Variable” start in the Events with an entry of “Yes” in the “Action Phase too?” column deck at the beginning of the game (Exception: In a scenario with may be played as events either in the Action Phase or this other the 1532 setup, cards marked with “(1517)” are not included.). phase. Spring Preparations and Venetian Informant are only play- Dealing Cards able as an event in the Spring Deployment phase (though they may Each power is dealt the number of cards indicated in the lower left be used for CP in the Diplomacy or Action Phases). section of their power card plus one extra card if they receive a card bonus from their ruler. These newly dealt cards are combined with the power’s Home card(s) and any unused cards from the previous turn to form the power’s “hand” for the upcoming turn.

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 9 The base number of cards dealt falls into two cases: 7. Sequence of Play 1. All powers except Protestant: Number of cards is deter- The game is played in nine turns or fewer. The first turn represents mined by the number of square control markers on the board. the period from 1517 to 1523. Each subsequent turn covers a four- The last uncovered square in the “Cards and VP Per Key” year period. Each turn consists of nine phases. The sixth phase, the section shows the number of cards dealt to that power. Squares Action Phase, is the most time-consuming phase, for it includes on a power card can also be covered by Unrest markers (Sec- a variable number of rounds where each major power plays one tion 12.4), further reducing the power’s card deal. If all spaces card. Each such card play is called an “impulse”. Players use the are covered, that power still receives 1 base card. final phase, the Victory Determination Phase, to decide if a winner 2. Protestant: Number of cards is based on the number of elec- can be declared (or if another turn is required). torates under Protestant political control (5 cards if 4 or more The first and fourth phases only occur on Turn 1. The third (Di- electorates are under Protestant political control; 4 cards if 3 plomacy) phase is greatly abbreviated on that first turn as well. or fewer are controlled). On that turn: Powers then receive an extra card (above the base cards) if their • The English player holds a negotiation with the French or current ruler has a Card Bonus. They also receive one less card Hapsburg player (his choice). for each “–1 Card” marker on their power card. • The English player holds a negotiation with the other player (not chosen in the step above). CARD DEAL EXAMPLES • The English player announces any deal(s) he has accepted 1: Luther is the Protestant ruler; the Protestant power has political from the Hapsburgs. If the Hapsburg player confirms a deal control of 3 electorates. Receive: 4 cards (see 9.1), it takes effect immediately. 2: Francis I is the French ruler; the French power has control of 8 • The English player announces any deal(s) he has accepted keys. Receive: 4 (keys) + 1 (bonus) = 5 cards. from France. If the French player confirms a deal (see 9.1), 3: Suleiman rules the Ottomans. The Ottomans control 7 keys, 2 of it takes effect immediately. which are in unrest. Receive: 4 cards. The rest of the Diplomacy Phase is skipped on Turn 1. A sum- mary of the sequence of play can be found below (and a detailed Discard Pile & Cards Out of Play sequence of play appears on the Sequence of Play reference card): After a card is played, it is either removed from the game or placed in a single discard pile shared by all players: # Phase Section Out of Play: Cards are removed from the game if they are played 1 Luther’s 95 Theses Phase (Turn 1 only) as an event and the text “Remove from deck if played as event” The Protestant player plays the Luther’s 95 or “Remove from deck after play” appears on the card. Cards Theses Mandatory Event card...... 18.1 that may be removed from the deck are marked with a red dagger 2 Card Draw Phase after the title. Add debaters, reformers, leaders ...... 8.2 Add new cards to the deck and shuffle ...... 6.2 Discard Pile: Cards are always placed in the discard pile if they Roll for New World riches...... 20.4 lack the text “Remove from deck...” Event cards with this text Deal cards ...... 6.2 are also placed in the discard pile if they are played for CP, rather than as an event. Two of the cards in the game (Here I Stand and 3 diplomacy Phase (Limited on Turn 1) Papal Inquisition) can be exchanged for a card selected from those Negotiation Segment ...... 9.1 currently in the discard pile. There are a few restrictions on these Hold negotiations and announce deals retrievals from the discard pile: Peace Segment (Not on final turn) ...... 9.3 • Mandatory Events may never be retrieved from the discard Sue for peace if at war pile, and Ransom Segment ...... 9.4 • A power may never retrieve a card from the discard pile that Pay ransom (1 card draw) to regain captured army leader this same power played as an Event, Response or Combat Excommunication Segment ...... 9.5 card earlier in the turn. (Likewise, the Protestant may not use Give up a card draw to remove Excommunication the card Frederick the Wise to retrieve Wartburg from the on ruler discard pile if he already played it as a Response this turn.) war Segment ...... 9.6 The contents of the discard pile (and any card retrieved from it) Pay to declare new wars are public knowledge at all times. 4 diet of Worms Phase (Turn 1 only) ...... 18.1 All cards in the discard pile are reincorporated back into the deck Hapsburg, Papacy, and Protestant play 1 card each during the Card Draw Phase at the start of each turn. These cards and resolve Diet of Worms are combined with (a) the cards that were not dealt during the 5 spring Deployment Phase ...... 10 previous turn, and (b) the new cards entering play to form the Powers move one formation of land units from deck for the upcoming turn. capital to a controlled space

© 2010 GMT Games, LLC 10 Here I Stand, 2nd Printing

6 action Phase ...... 11 Figure Space Turn of Entry (Phase) Powers take impulses in this order until all Luther Wittenberg 1 (Luther’s 95 Theses Phase) powers pass consecutively: Ottoman, Hapsburgs, England, France, Papacy, and Protestant. Zwingli Zürich 2 (Card Draw Phase) A Military or Religious victory may end the game. Calvin Geneva 4 (Card Draw Phase) 7 winter Phase ...... 19 Cranmer London Turn after Henry VIII marries Leaders and units return to fortified spaces, Anne Boleyn (Card Draw Phase) possibly suffering attrition Convert the religious influence of the space where a reformer Add 1 regular to each controlled capital enters to Protestant religious influence. Reformers may not move Resolve specific Mandatory Events if they from their starting space at any time during the game. They are have not been played completely immobile. They may temporarily be removed from the 8 new World Phase ...... 20 map due to play of the card Calvin Expelled or through Excom- Resolve Voyages of Exploration munication (Section 21.5). Reformers temporarily removed from Resolve Voyages of Conquest the map reenter play in the same space during the Card Draw Phase 9 Victory Determination Phase ...... 23 at the start of the next turn. The religious influence of a space does Check for winner. If none, advance turn marker NOT change when a reformer reenters play. Reformers are never and start a new turn. affected by the presence of land units or by changes in the political control and religious influence of spaces. NOTE: Zwingli is permanently removed from play by the event 8. Starting a Turn Zwingli Dons Armor. He never reenters play. Starting with this section (and continuing to Section 20), the rules are presented in Sequence of Play order. This section describes Add Debaters the start of a turn. Debaters represent the Protestant and Papal (Catholic) points of view during 8.1 Turn 1 Theological Debates. The Protestant On the first turn of the game, play begins with the Luther’s 95 player starts the game with four German- Theses Phase. The Protestant player plays the Luther’s 95 Theses speaking debaters. During the course of the game, additional card as described in Section 18.1 to initiate the reforms of the Protestant debaters enter play during the Card Draw Phase, Catholic Church. This phase is skipped on all subsequent turns. both for the German language zone and the English and French language zones. The Papacy starts with five debaters and adds 8.2 Card Draw Phase more during play. Papal debaters may participate in debates in The second phase is the Card Draw Phase. On each turn, players any language zone; they are not partitioned by language like add leaders, debaters and reformers; add new cards to the deck; their Protestant adversaries. and deal cards during this phase. The number in the middle of the debater counter (on both sides) Add Leaders is their debate value. Text describing the debater’s special bonus The Protestant army leader Maurice of Saxony is appears on the front side of the counter against a white background. placed on the map at the start of Turn 6. Maurice is the Each debater also has a reverse side with a gray background that only army leader that doesn’t either start the game on includes their picture. A debater is flipped to this reverse side the map or enter via a Mandatory Event. Place Maurice when “committed” to a particular activity for that turn. Commit- in any electorate under Protestant political control. ment makes that debater more vulnerable to Theological Debates called by the opposing religious power. The turn of entry is also Naval leaders eliminated from play are also brought back during printed on the back of the debater’s counter. Debaters are placed the Card Draw Phase. Place them in a friendly port if possible. If on the Religious Struggle Card in the appropriate box of avail- no friendly port exists, they remain on the Turn Track for another able debaters, with their front side up, when they enter the game. turn. Naval units eliminated in a previous turn are also returned to Note that the English debaters Cranmer, Coverdale and Latimer each power’s pool of units available to be constructed at this time. may not be added if the reformer Cranmer is not in play. In such Add Reformers a case, these three English debaters are delayed until the turn in The reformers Zwingli, Calvin, which Cranmer does appear. and Cranmer are placed on the Add New Cards to Deck/Deal Cards map. Reformers provide bonus- If this is Turn 3 or later, new cards may be added to the deck. es to the Protestant player during Cards are then dealt to each power as described in Section 6.2. religious actions attempted in or adjacent to their space. The turn that Cranmer enters varies based on the timing of Henry VIII’s divorce proceedings. Place Cranmer on the map on the first turn after Henry has married Anne Boleyn. The complete information on the entry of reformers is shown in this table:

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 11

specified number of mercenaries from any single space or 9. Diplomacy combination of spaces. The power receiving the mercenaries The third phase of each turn is the Diplomacy Phase. On the first then places the equivalent number of mercenaries from his turn, the Diplomacy Phase is abbreviated, with the English player force pool on the map. If the receiving power is the Hapsburgs, holding negotiations with two other players (Section 7). Players England, France or the Papacy, these mercenaries are placed may wish to skip this section when first learning the game since in his capital (which must be controlled for this exchange most of these rules do not apply until Turn 2. to take place); if the receiving power is the Protestant, they 9.1 Negotiations are placed in any single controlled electorate (Protestant’s choice). Two players may not give each other mercenaries The first segment of the Diplomacy Phase allows players to con- in the same turn; such an exchange can only occur in one duct secret negotiations away from the game board with one or direction on a given turn. more opponents. Several such discussions can occur during the Negotiation Segment of a single turn. This portion of the turn is the • If the “Henry’s Marital Status” marker is on the “Ask for only time players may make deals in private; all other discussions Divorce” space, the Papacy may agree to grant the divorce to must take place in the presence of all players. Players are free to the English power. If such an agreement occurs, the English discuss general strategic considerations during negotiations. They player moves the marker to the “Anne Boleyn” space and rolls may also make a limited set of agreements that alter the position of immediately on the Pregnancy Chart as described in 21.3. The units, leaders, cards or markers in play. Such a change is considered English player may roll again during the Action Phase of this to be a “change in the current game state.” The only agreements turn if they want to play the Six Wives of Henry VIII Home allowed that change the game state are: card as an event to advance this marker to Jane Seymour. The Papacy is not allowed to ally with the Hapsburgs this turn. • Two powers may agree to end a war they are fighting. End the • The Papacy may agree to rescind excommunication on a war as described in Step 8 of the Peace Segment Procedure ruler (Section 21.5). Remove the “–1 Card” marker from (Section 9.3). Exception: The Protestant may never end wars that power card. with the Hapsburgs and Papacy that were triggered by the Schmalkaldic League Mandatory Event. War Winner VP are Players should agree to a time limit for the Negotiation Segment not awarded when a war is ended in this fashion (i.e. by mutual before discussions begin. Suggested limits are: agreement; this way of ending a war is commonly known as • 10 minutes in face-to-face play a “white peace”). • 48 hours in email play • Two powers may form an alliance for exactly one turn (Sec- tion 9.2), but not if they are currently at war and are not When this time limit is reached (or discussions have ended), each agreeing to end that war (see above). power (in Impulse Order) declares any agreements it has made that • A power entering an alliance may loan naval squadrons and will result in a change in the game state. Announcements can be naval leaders to the other power in that same alliance for one made as individual items, or as a group of agreements that need turn (Section 9.2). to be ratified together. All powers involved in an agreement that • A captured army leader may be returned. Place that army follow later in Impulse Order must confirm all the contents of leader in his capital if possible. If not, place him in a friendly this declaration when it is their turn in the Impulse Order. If they home key. do not confirm the full deal, NONE of the items in the agreement take effect. If the agreement is confirmed by all parties, the players • A power may yield political control of spaces it controls immediately change the game state by updating diplomatic status, (even keys and electorates) to another major power. Any units marking and moving loaned naval squadrons, returning army lead- occupying these spaces are returned to the nearest fortified ers, changing political control of spaces, drawing random cards, space or their capital as described in Step 3 of the Peace Seg- and exchanging mercenaries. ment Procedure (Section 9.3). The only spaces that can not be granted are a major power’s own capital, and a key that Non-Binding Agreements is the home space of an allied minor power. You can yield The only portion of an agreement that is binding between powers control of another power’s capital (for instance if you have is the portion that changes the current game state. Since items such conquered it and want to trade it back to that power). as a diplomatic action on a future turn, a promised card play, or • A power may agree to give another power up to two random a coordinated movement of troops can’t be executed at this time, card draws from their hand. Such a card must always be they do not change the current game state and are examples of a chosen at random; players can not exchange specific cards. non-binding portion of an agreement. Non-binding agreements can Two players may not give each other card draws in the same be made at any time between players but they are never announced turn; such an exchange can only occur in one direction on a and there is never any repercussion within the game mechanics given turn. (Remember that Home cards are ignored when for breaking them (though there might be some repercussions at drawing randomly from a player’s hand.) your gaming table!). • A power may agree to give another power (other than the Ottoman) up to four mercenaries. The power removes the

© 2010 GMT Games, LLC 12 Here I Stand, 2nd Printing

Negotiation Example • Naval squadrons (but not corsairs) may be loaned 1: It is Turn 4 of the game. At this time, the Ottoman player has no to an ally for 1 turn. Such a loan must be announced interest in negotiating. The Hapsburg player, on the other hand, is at the same time as the alliance; naval squadrons trying to convince the French and Papal players to each ally with may not be loaned later in the turn. Two players him to drive the from the Mediterranean. He requests may not loan each other squadrons in the same turn; such an a simultaneous negotiation with both of those powers. Of the remain- exchange can only occur in one direction on a given turn. ing players, only the English want to initiate another negotiation Place one of the receiving powers’ “Loaned” markers on (with the Protestant). each squadron received. Then move the loaned squadron to the nearest port controlled by the receiving power, counting 2: Since the two negotiations involve different sets of players, they each sea zone traversed as 1 space along such a path. A loaned are held simultaneously. France, the Hapsburgs, and the Papacy naval squadron is treated just like any other naval unit of the confer; both the French and Papacy agree to ally with the Hapsburgs receiving power (it moves, fights, retreats, and intercepts as if for the turn. All French and Papal naval squadrons are loaned to it was one of that power’s naval units). The naval squadrons the Hapsburg. In return, the Hapsburg player gives the space of stacked in a single port do not need to be loaned as a complete Besancon to France and a random card draw to the Papacy. In the group. A naval leader stacked with the on-loan squadrons may other negotiation, the English player offers to play Book of Common also be loaned to the allied power. Naval units may never be Prayer and Calvin’s Institutes (both in his hand) as events to spur loaned to the Protestant power. Naval units may not be loaned on the Reformation. All he asks in return is that the Protestant push unless there is a path of sea zones connecting their current forward with the Reformation in England with all possible haste. port with a port of the receiving power. This path may not include a port space (such as Gibraltar). 3: The Hapsburg player announces his two alliances, the loan of • If a stack of land units from two major powers is attacked, naval squadrons, and the transfer of Besancon. The French and they combine their units and army leaders into one defensive Papal players each in turn confirm this deal as announced by the force. Either power may retreat their units and/or leaders Hapsburg. The English and Protestant do nothing during this step; from the space (with each power making a separate Avoid they did come to a consensus on the strategic considerations they Battle roll). If units from two major powers defend together, discussed, but they never made an agreement that changes the cur- battle and assault losses are split evenly between the powers rent game state. until a power is eliminated; roll randomly to see who suffers any odd loss. 4: Ally markers are placed in the two relevant boxes of the Diplo- matic Status Display. Markers are placed on the loaned French and Add an “Allied” marker to the space that serves as a cross-ref- Papal squadrons. Each loaned squadron is transferred to the nearest erence between these powers on the Diplomatic Status Display. Hapsburg port. Besancon becomes French; Hapsburg troops there The alliance is always terminated at the end of the turn. Alliances do not allow land units from the two powers to move, conduct are moved to Antwerp. The Papacy draws a card at random from sieges, assault, intercept, or avoid battle together. Furthermore, the Hapsburg hand (excluding the Hapsburg home card). Alliances do not create a new state of war with any third party power (i.e. a power does not add an “At War” marker with its new 9.2 Alliances ally’s enemies). However, as described above, all allied units will Alliances are agreements between two major powers to cooperate add to the defense of a space even if only one of the defending for one turn. Alliances must be announced to all players at the end powers is at war with the attacker. of the Negotiation Segment. A single power may be part of more than one alliance in the same turn. Two or more powers each in 9.3 Suing for Peace alliance with the same power need not be allied with each other. The second segment of the Diplomacy Phase allows powers to sue The restrictions on creating an alliance and the effects of forming for peace if they find themselves in an unfavourable position in a one are detailed below. war and were not able to convince the other power to make peace during the Negotiation Segment. This phase is skipped in the final Restrictions turn of the game (usually Turn 9, but Turn 6 in the tournament • An alliance may not be created if the two powers are cur- scenario). The procedure for this Peace Segment is as follows: rently at war. Peace Segment Procedure • The Papacy and Ottomans may never become allies. 1. Announce Peace Request: Each power, in Impulse Order • The Papacy may not ally with the Hapsburgs if they granted (Section 3.2), announces whether or not it would like to sue for a divorce to Henry VIII this turn. peace to end one of the wars it is currently fighting. A power may Effects not sue for peace unless it has had an army leader or home space An alliance provides these benefits: (fortified or unfortified) captured by the other power in the conflict. The Hapsburgs and the Papacy may not sue for peace with the • Spaces controlled by either power become friendly to both Protestant (and vice versa). When suing for peace, execute Steps powers. This means that land units may enter spaces con- 2-8 below to arrive at peace terms for this war. Then return to this trolled by their ally during movement and retreat. step to consider suing for peace in other conflicts.

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 13

2. Award VPs: The other power in this conflict is de- in the Negotiation segment. The power that captured the army clared the winner. Add a “War Winner 1VP” marker to leader draws one card (the ransom) from the hand of the power the bonus VP box on their power card. If the Ottoman requesting the leader back. Place that army leader in his capital if was one of the powers involved in the war, the winner possible; if not, place him in a friendly home key. Any number of receives an extra “War Winner 1 VP” marker in this step (for a army leaders may be ransomed in this segment. However, there total of two such markers). is never any requirement to ransom an army leader; a power may choose to let him remain a captive indefinitely. 3. Give Up Control: The losing power gives up control of all of the winning power’s home spaces that the loser currently controls. 9.5 Removing Excommunication Any land units and army leaders occupying these spaces are placed in The fourth segment of the Diplomacy Phase allows a power to the nearest fortified space controlled by their power or in their capital remove a “–1 Card” marker that was placed on it by an Excom- (if under friendly control). Naval units and leaders are placed in the munication (Section 21.5) of their ruler during a previous turn. nearest port controlled by their power. Count sea zones as a space The Papal player draws one card (the donation to the church) from when determining the shortest path. If two spaces are equidistant, the hand of the power that was excommunicated. The CP value the space is chosen by the owning player. of that card is added to the Papal fund for St. Peter’s construc- 4. Remove Units: The losing power removes 2 units (land or tion. The card is then placed in the discard pile. Any number of naval) of his choice from the map. Units removed must be from excommunications may be lifted in this segment. However, there his own power (allied units are not eligible). is never any requirement to remove an excommunication; a power may choose to retain the “–1 Card” marker indefinitely. 5. Regain Home Keys: The losing power then decides if it wants to regain political control of any home keys currently controlled by 9.6 Declarations of War the winning power. If so, the losing power must give the winner The fifth segment of the Diplomacy Phase allows a power to declare one of the following items for each key recovered: war on one or more powers, major or minor. Follow the DOW procedure below, totaling the CP costs of all declarations/interven- • another “War Winner 1VP” marker, or tions made by each power. When all powers have completed the • a random card draw from the loser’s current hand. procedure, each declaring or intervening power then plays one or Any units occupying these spaces are displaced to the nearest more cards from his hand with a CP value that is equal to or greater fortified space controlled by their power, or its capital, using the than their total CP expenditure. Those cards are placed in the discard process described in Step 3 above. pile as if they had been played for CP in the Action Phase (Section 11.0). Mandatory Event cards may not be used to declare war or 6. Regain Captured Leaders: The losing power then decides if intervene on behalf of a minor power. it wants to regain an army leader captured by the winning power. If so, the losing power gives the winning power a VP marker or Declaration of War (DOW) Procedure random card draw for each army leader regained. Place the army 1. Declare War: Each power, in Impulse Order (Section 3.2), leader in his capital if possible; if not, place him in a friendly home announces whether or not it would like to declare war on one or key (losing player’s choice). more powers. 7. Regain Non-Key Spaces: The losing power then decides if 2. DOW on Major Powers: If a player declares war on a major it wants to regain political control of any number of sets of two power, the CP cost of the declaration is found by cross-referencing non-key home spaces currently controlled by the winning power. these two powers on the Diplomatic Status Display and looking at If so, the losing power gives the winning power a VP marker or the number found in the appropriate box. [This cost is discounted random card draw for each set of two spaces recovered. by 2 CP for the first DOW by the Hapsburgs against the English 8. Adjust Diplomatic Status Display: End the war by removing after Henry VIII marries Anne Boleyn (Section 21.3).] Add an the “At War” marker from the appropriate box on the Diplomatic “At War” marker to this box in the Diplomatic Status Display. Status Display. If the Papacy makes peace with a power whose These powers are now at war until a peace is agreed to in a future ruler is currently under Excommunication (Section 21.5), the Diplomacy Phase, either through negotiations (9.1) or by suing Excommunication is lifted. Remove the “–1 card” marker from for peace (9.3). the appropriate power card. 3. DOW on Minor Powers: If a player declares war NOTES: on a minor power, the CP cost of the declaration is (1) Playing the card Diplomatic Marriage allows a player suing always 1 CP. Add an “At War” marker to this row for the declaring power in the relevant minor power’s column of the for peace to regain ALL lost items in Steps 5 to 7 without yielding Diplomatic Status Display. Since you may not make peace with a any additional VP or card draws. minor power, these powers will probably be at war for the rest of (2) All “War Winner” markers awarded during this procedure come the game. The only exceptions are wars between France/Scotland from the counter mix; once earned a power never has to give up and the Papacy/Venice. These wars may be ended if another major any of its own “War Winner” markers. power declares war on one of these minor powers and the natural ally decides to intervene (see Steps 4 and 5 below). 9.4 Ransom of Leaders The third segment of the Diplomacy Phase allows a power to 4. DOW on Scotland: If a declaration of war is made against regain a captured army leader whose return was not negotiated Scotland, the French player may immediately spend 2 CPs to inter-

© 2010 GMT Games, LLC 14 Here I Stand, 2nd Printing vene. If the French intervene, Scotland is activated as a French ally (Section 22) and France is now at war with the declaring power. 10. Spring Deployment The fifth phase of each turn is Spring Deployment. At this time, 5. DOW on Venice: If a declaration of war is made against Venice, each power has the opportunity to move a single formation of land the Papal player may immediately spend 2 CPs to intervene. If the units and army leaders from their capital to a friendly-controlled Papacy intervenes, Venice is activated as a Papal ally (Section 22) space. This special move costs no CP and is executed in Impulse and the Papacy is now at war with the declaring power. Order. The following restrictions apply: DOW during the Action Phase Restrictions: Three Event cards (Schmalkaldic League, Machiavelli: “The • Only land units and army leaders that start this phase in their Prince”, and Six Wives of Henry VIII) create a state of war during capital may use spring deployment. The Hapsburgs may use the Action Phase. The Ottoman defeat of Hungary may trigger a spring deployment from either one of their capitals (but not state of war with the Hapsburg during the Action Phase (Section both). The Protestant power (which has no capital) can never 22.5). Finally, the activation of a minor power can create a state use spring deployment. of war between major powers (Section 22.2). Add an appropriate • The power must be able to trace a path of any length from marker to the Diplomatic Status Display when any of these five their capital to the destination space. All land spaces on the events occurs. If naval units of the two powers now at war occupy path must be friendly-controlled and no land space on the the same sea zone, fight an immediate naval battle between the path may be in unrest. The path may also cross one sea zone two powers. If the number of hits is equal, both sides must retreat (only) following a path from one friendly-controlled port on (an exception to the usual naval combat rules). that sea zone to another. Restrictions on Declarations of War • The number of land units in the formation is limited by the There are several restrictions which apply to declarations of war. command rating of any army leaders present. Some of those restrictions apply at all times; others only apply • The path may not cross a Pass. (*) to declarations made during the fifth segment of the Diplomacy • If any other major power has naval units in ports that border Phase, as detailed below. a sea zone, even naval units of an allied power, the path may not cross that sea zone (unless those naval units have been Restrictions At All Times: loaned to the deploying power for the turn). (*) You can not declare war on: • Hungary-Bohemia (the Ottomans start the game at war with Hungary-Bohemia and are the only power that may be at war with this minor power). • Scotland if you are currently allied to France or if you are the Ottoman, Papacy, or Protestant. • Venice if you are England. • a minor power that is allied to a major power (you have to declare war on the major power instead). • a power (major or minor) that is currently your ally. • the Protestant power until the Schmalkaldic League Manda- tory Event has been played. • any other power if you are the Protestant and the Schmalkaldic League Mandatory Event has not yet been played. • an independent key (Metz, Milan, Florence or ) since those independent keys may be besieged by any power with- SPRING DEPLOYMENT EXAMPLE: It is France’s turn for out a DOW. spring deployment. The Hapsburgs and French fought over Restrictions During Diplomacy Phase: Milan on the previous turn. The French were able to hold on to You can not declare war on: the key, but their defending forces were eliminated. They wish • a power that you have made peace with during the current to reinforce Milan before the Action Phase begins. Fortunately, Diplomacy Phase (even if that other power forced the end of the French control Genoa and no power has a naval unit based the war by suing for peace), in a port on the Gulf of Lyon. They may thus spring deploy as many as 5 units from Paris to Marseille and then over that sea • a power that you have formed an alliance with during the zone into Genoa. The French were worried about reinforcing current Diplomacy Phase. Milan during this turn’s Diplomacy Phase and arranged an • Scotland, if you are either currently allied with France, or have alliance with the Papacy. Pavia is thus a friendly space and made peace with France during the current Diplomacy Phase. the formation of Montmorency and 5 regulars can deploy all • Venice, if you are either currently allied with the Papacy, or the way to Milan. have made peace with the Papacy during the current Diplo- macy Phase.

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 15

• The path may not enter a space containing units from another held cards when their turn for an impulse arises later in the Action power unless all the units in that space are friendly to the Phase. The Action Phase is over when all 6 powers have passed deploying power. in consecutive impulses. • No more than 5 land units (plus army leaders) may cross a sea zone during spring deployment. (*) 11.1 Actions Each action in the game costs from 1 to 4 CP. Exact rules for the NOTE: The restrictions marked with an asterisk (*) are ignored by execution of each action are found throughout Sections 12 through a power playing the Spring Preparations event during this phase. 18, and in Section 20. A table follows that lists all possible actions, All other restrictions still apply. the CP cost for each power that can employ the action, and the applicable rulebook section. CPs are spent on one action at a time. That action is then executed to completion before any remaining 11. The Action Phase CPs are spent (i.e. actions are not predesignated). CPs may not be During the Action Phase, the powers take impulses in the order accumulated from one impulse to another; they must be spent (or described in Section 3.2. The power initiating an activity is referred discarded) in the impulse in which the card that provided the CPs to as the “active power” throughout these rules. Each impulse was played. A concise list of the actions that a power may employ consists of one of the following three activities: is given in the upper left of their power card (Section 4). A power may choose to execute the same action back-to-back within an • Playing a card for Command Points (CP) impulse. This is very common with movement actions so units • Playing a card as an event can move multiple spaces. It is also common when constructing • Passing units (especially mercenaries) and when playing CP to Translate Scripture or Build St. Peter’s. Playing a card for Command Points (CP): All cards except Mandatory Event cards can be played for CP during an impulse. Exception: The actions Explore, Colonize and Conquer may only When played for CP, a card provides a number of CPs equal to the be taken once per turn by a power. Note that the Colonize and Pub- number in the shield in the upper-left corner of the card. These CPs lish Treatise actions are the only ones whose cost differs by power. are then expended to perform one or more of the actions listed in Section 11.1 below. The card played is placed in the discard pile and will be used again in future turns. ACTION Playing a card as an event: Mandatory Event cards, Home cards, SUMMARY Event cards, and some Response cards (but never Combat cards) O ttoman Hapsburg E ngland F rance P apacy P rotestant S ection may be played as events during a power’s impulse. Important Move formation in clear 1 1 1 1 1 1 13 Note: some events may only be played by powers specified on Move formation over pass 2 2 2 2 2 2 13 the card, or if certain conditions have been met. Read the printed Naval move 1 1 1 1 1 - 16 effects on the card and execute them immediately. Note that some Event cards (and all Mandatory Event cards) grant CPs that can Buy mercenary - 1 1 1 1 1 17 be used with that event; these CPs are expended to perform any Raise regular troop 2 2 2 2 2 2 17 of the actions listed in Section 11.1 below. After being played as Raise cavalry () 1 - - - - - 17 an event, the card is placed on the discard pile, unless the card text states “Remove from deck if played as an event”; such cards Build naval squadron 2 2 2 2 2 - 17 are permanently removed from the game. The cards Here I Stand Build corsair 1 - - - - - 17 and Papal Inquisition allow a player to retrieve any card they de- Assault /foreign war 1 1 1 1 1 1 17 sire back out of the current discard pile; however, each card may only be played as an event once in a given turn. You may play an Control unfortified space 1 1 1 1 1 1 12 event that directs another power to take an action (for instance any Initiate piracy in sea zone 2 - - - - - 16 power may play Katherina Bora to allow the Protestant power to Explore - 2 2 2 - - 20 get Reformation attempts); in this case, the player listed on the card resolves the action, not the active player. Colonize - 2 3 3 - - 20 Conquer - 4 4 4 - - 20 Passing: Late in the Action Phase, powers may pass for their impulse. Powers may never pass if: Translate scripture - - - - - 1 18 • Their Home card has not been played, Publish treatise - - 3 - - 2 18 • A Mandatory Event is in their hand that has not been played, or Call theological debate - - - - 3 3 18 • They have more cards in their hand than their ruler’s Adminis- Build Saint Peter’s - - - - 1 - 18 trative Rating. Burn books - - - - 2 - 18 A power must pass if it has no cards left in its hand. A power Found Jesuit university - - - - 3 - 18 holding one or more cards that passes during an impulse does not have to continue to pass. This power may play one of these

© 2010 GMT Games, LLC 16 Here I Stand, 2nd Printing

12.1 Line of Communication Impulse Example A power has an LOC to a space if it can trace a path of spaces and It is Turn 1 of the game. The Protestant player was dealt four cards sea zones to that space from a friendly-controlled, fortified space in addition to his Home card, Here I Stand. Earlier in this turn, he that is a home space for that power or one of its allies (this even played a card at the Diet of Worms and has taken two impulses includes home spaces of minor powers allied to your major (using his Home card and one other). He currently has the cards power allies). All spaces on the path (except the space where the Katherina Bora and Threat to Power in his hand. Luther is the path ends) must be: only German debater that is uncommitted. The following examples • friendly-controlled, show some of the many possible activities he may undertake in this • free of enemy units units (including naval units and lead- impulse (however it is not an exhaustive list): ers), and 1: He may play either card for 3 CPs (since both cards contain • free of unrest. a 3 in the upper-left corner). He can use these 3 CPs to call a Theological Debate (in Germany, since that is the only language An LOC may not be traced through an electorate until the Schmal- kaldic League Mandatory Event has been played. One or more zone that contains Protestant debaters). The card is placed in the adjacent sea zones may be part of the LOC if they each contain discard pile. a friendly naval unit. The path must connect to these sea zones 2: Play either card for 3 CPs and use it to Publish a Treatise (2 through a friendly-controlled port (except the space where the path CPs) and advance the marker for translating the New Testament in ends, which can be a non-friendly port). An LOC is required for German one space (1 CP). The card is placed in the discard pile. the Assault and Control Unfortified Space actions.

3: Play either card for 3 CPs and use all of these CP to advance 12.2 Unfortified Space the marker for translating the New Testament in German by three A power may spend 1 CP on the Control Unfortified Space action spaces. The card is placed in the discard pile. to gain political control of a space if the following requirements are all met: 4: Play either card for 3 CPs and use them to advance the mark- ers for translating the New Testament by one space in all three Requirements: language zones: German, French and English. The card is placed • The space is independent or controlled by an enemy power. in the discard pile. • The space is unfortified. • The active power has an LOC to the space. 5: Play Katherina Bora as an event to take 4 Reformation attempts • Either (a) land units controlled by the active power occupy in any combination of language zones. The card is then removed the space, or (b) land units controlled by the active power are from the game. adjacent to the space and enemy land units are not adjacent. 6: Play Threat to Power as an event to remove an army leader. The [For the purposes of this requirement, two spaces connected card is placed in the discard pile. by a pass are not considered adjacent.] • The space is not occupied by land units from another power 7: Pass. The Protestant player is eligible to pass because he does (unless those units are allies of the active power). not have a Mandatory Event or Home card in his hand and the number of cards in his hand is equal to his Administrative Rating. NOTE: In case (b) above, the land units controlled by the active power adjacent to the space do not have to have an LOC them- NOTE: With options 2, 3, and 4 above, the Protestant player selves; the LOC requirement is only to the space being converted. may choose to commit Luther and utilize his debate bonus, in Units conducting a siege and under siege must all still be consid- order to advance the New Testament translation in German by 1 ered when evaluating case (b). Place a new control marker on the space to indicate the new owner (unless it is reverting to its original owner and no marker is required). Make sure to place the new marker on the proper side 12. Control & Unrest so the religious influence is unchanged. If this space is a port that Political control of spaces can change based on actions (i.e. Control contains naval units, those naval units must immediately retreat unfortified space, or a successful assault), negotiation, suing for to a sea zone adjacent to that port following the instructions found peace, or Event card play. A line of communication (LOC) from in Step 9 of the Naval Combat Procedure. a fortified home space is required to initiate actions that change space control; rules for LOC are therefore included in this section. 12.3 Fortified Space Spaces can also enter unrest through Event card play. If unrest is Political control of fortified spaces only changes based on Negotia- present in a space, most of the benefits of controlling that space tion (Section 9.1), Suing for Peace (Section 9.3), Siege (Section are lost. Unrest is removed through the same action that is used 15), and Event card play. See the appropriate section for further to gain control of an unfortified space. details.

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 17 12.4 Unrest 13. Movement Unrest markers are placed on spaces due to the events Book of A power may move land units with either the Move Formation Common Prayer, Cloth Prices Fluctuate, Gabelle Revolt, Janissar- In Clear action (1 CP) or the Move Formation Over Pass action ies Rebel, Peasants’ War, Pilgrimage of Grace, and Revolt of the (2 CPs). All land movement is restricted by the formation rules Communeros. Unrest markers can also be placed by excommunica- (Section 5.1). Land movement may trigger interception attempts by tion of a ruler (Section 21.5) or a failed Reformation attempt using enemy formations. Enemy stacks are also allowed to try to avoid Carlstadt’s debater bonus (Section 18.3). Markers must be placed battle and withdraw into fortifications in response to Move actions. in spaces that do not contain land or naval units (or leaders) of any power (Exception: Book of Common Prayer and Carlstadt add unrest 13.1 Land Movement Procedure to spaces under Catholic influence regardless of occupation status). The following restrictions limit the use of a Move action. Unrest has the following effects: Restrictions: Effects: • All land units and army leaders being moved must start the • Units may not use spring deployment, retreat, or avoid battle action in the same space and it must be permissible to move into or through a space in unrest. them in a single formation. • No LOC can be traced through a space in unrest. • Formations may always move into a space controlled by • No units may be constructed in a space in unrest. their power or into an independent space. A formation may • The contents of this space are ignored entirely when con- only move into a space controlled by another power if either: ducting Reformation and Counter Reformation attempts in ◊ the active power is at war with the power controlling the an adjacent space. destination space, or • The Protestant may not target an adjacent space for a Ref- ◊ the active power is allied with the power controlling the ormation attempt if a space in unrest is the only space under destination space. Protestant religious influence adjacent to that target space. • Formations may not move into a space containing land units • The Papacy may not target an adjacent space for a Counter from another power unless the space satisfies one of these Reformation attempt if a space in unrest is the only space un- conditions: der Catholic religious influence adjacent to that target space. ◊ all units in the space are allies of the active power (and • The space is not considered to be Protestant when computing this is not a fortified space where one ally has another ally victory points (VP). under siege); • Electorates in unrest never yield VP to either the Hapsburgs ◊ all units in the space are enemies of the active power (and or Protestants. this is not a fortified space where one enemy has another • A key in unrest is not credited when tracking the number enemy under siege); of VP earned and cards to draw. Place an additional Unrest ◊ this is a space controlled by an enemy power and all units marker on one key box of the affected power’s card for each in the space are either from that enemy power or allied key under unrest. Remove these markers when the unrest is to them. When resolving this movement, treat the units removed from that key. already in the space as “enemy units” for all purposes. • A fortress in unrest does not roll a die against an Ottoman Adjacent units from a power with units in the space are piracy attempt in an adjacent sea zone. also considered as enemy units and may intercept into the space if desired; Spaces under unrest may be the target of Reformation and Counter ◊ this is a fortified space under siege where either: (a) all Reformation attempts. units inside the fortification are allied to the active power and all besieging units are enemies of the active power, Removing Unrest or (b) all units inside the fortification are enemies of the A power may spend 1 CP on the Control Unfortified Space action active power and all besieging units are allied to the active to remove unrest from a space if at least one of these conditions power. is met: Independent regulars in an independent key (Section 22.6) a. land units controlled by the active power occupy the space, never prevent the entry of a formation, though that formation b. the unrest is in a Protestant home space, and this is the Protes- might have to fight off troops from an enemy power before tant power removing unrest before the Schmalkaldic League being able to siege the independent key. Mandatory Event has occurred, or c. land units controlled by the active power are adjacent to the • No army leader or unit may participate in a Move action if space and land units of an enemy power are not adjacent. it was part of a formation that lost a field battle earlier in the [For the purposes of this condition, two spaces connected impulse. by a pass should not be considered adjacent.] • No army leader or unit may participate in a Move action if it occupies an enemy fortified space that their power placed Removing unrest does not require an LOC to a space in order to under siege (Section 15) earlier in the impulse. remove unrest (unlike gaining political control of an unfortified space where an LOC is required).

© 2010 GMT Games, LLC 18 Here I Stand, 2nd Printing

• One or more army leaders may move without accompanying • Units and army leaders that have already tried to intercept a land units as long as they don’t enter a space controlled by an movement in this same impulse (whether or not they were enemy power or containing enemy units. If an army leader successful) may not try to intercept again. is ever alone in an unfortified space when enemy land units • Units and army leaders currently under siege may not try to enter due to enemy movement, retreat, or interception, that intercept. If a besieging force moves out of a space under leader is captured. Place the captured leader on the enemy siege, the stack formerly under siege may not intercept the power card. He may be regained in the Diplomacy Phase of move out of that fortified space. an upcoming turn (see Section 9). • All land units and army leaders allocated in Step 1 of the In- The two Move actions follow the same procedure: terception Procedure (see below) must start the Move action in the same space and it must be permissible to move them Land Movement Procedure in a single formation. 1. Declare Formation: The active power declares which forma- • Formations moving into a friendly fortified space that is not tion of land units and army leaders will be moved. under siege may not be intercepted. 2. Declare Destination Space: The active power declares the • Formations moving into a space that already contains land destination space for the move. The destination must be adjacent units may only be intercepted if the intercepting units belong to the formation’s current space. to the same power as the units in the destination space, or 3. Expend CPs: Two CPs are expended if the move is over a pass; to a power allied to the units in the destination space. Such otherwise the cost is just one CP. an interception is not allowed if there are units under siege 4. Play Response Cards: Other powers may play the Response (from any power) at the start of the active formation’s move. cards Foul Weather and Gout to disrupt this Move action. • Units may not intercept into a space controlled by another 5. Conduct any Interceptions: Interceptions (Section 13.2) power unless the power controlling the space is either an may occur if an enemy stack is adjacent to the destination space. enemy or an ally of the intercepting units. Interceptions may add enemy units to the space being entered. Interception Procedure Once all interceptions have been resolved, the land units and army 1. Declare Formation: An intercepting power with land units and/ leaders being moved are placed in the destination space. If any or army leaders in a space adjacent to the movement destination interceptions succeeded, skip to Step 8 and resolve a field battle. declares which formation will attempt an interception. This forma- 6. Conduct Avoid Battle: If the destination space contains enemy tion does not need to include all of the units present. land units, all or some of them may try to avoid battle (Section 2. Roll Dice: The intercepting power rolls two dice and adds the 13.3). best single Battle Rating of an army leader (if any) in the inter- 7. Withdraw into Fortification:If after unsuccessful interception cepting formation to the dice sum. The Ottoman power adds 1 to and avoid battle attempts (if any) the enemy stack in a fortified its result if at least 1 cavalry unit is in the intercepting formation. destination space has 4 or fewer units present, those enemy units A non-Ottoman power subtracts 1 from the result if it is trying to have the option of withdrawing into fortifications (Section 13.4). intercept a stack containing Ottoman cavalry. If the modified dice 8. Fight Field Battle: If enemy land units are still present in the roll is 9 or more, the Interception Attempt is successful. space, and those land units are not inside fortifications, then a field 3. Place in Destination Space: If successful, the intercepting battle occurs in this space (Section 14). formation is placed in the destination space. This formation is 13.2 Interception treated as if it were present in the space before the moving for- An enemy power with land units adjacent to a Move action’s mation arrived. Once one power succeeds, no other power may destination space may attempt to intercept the moving formation. attempt an intercept (even if that other power is an ally of the If multiple enemy stacks are adjacent to the destination space, intercepting power). each may attempt to intercept. Each such attempt is announced 4. Repeat for other Formations: Return to Steps 1-3 and resolve and resolved before announcing and resolving any other attempts. interception attempts from any other adjacent space. Additional If multiple stacks from different enemy powers all want to inter- attempts from a space already chosen in Step 1 are not permitted. cept, resolve the interception attempts in Impulse Order. Once 5. Fight Field Battle: If any of the interceptions were successful, one power succeeds, no other power may attempt an interception fight a field battle (Section 14) in the destination space. All units (even if that other power is an ally of the intercepting power). from the intercepting power must participate in this battle; they Formations belonging to the successful intercepting power may may not avoid battle or withdraw into a fortification. however continue to attempt to intercept from any number of adjacent spaces. 13.3 Avoid Battle When a power enters a space containing a stack of enemy land Restrictions: units, some or all of those enemy units may try to move to an • Formations moving due to avoid battle, interception, and adjacent space to avoid battle. If the destination space contains retreats may not be intercepted. land units from more than one major power (who are allies), each • Formations may never intercept across a pass. major power may, in impulse order, announce and resolve an avoid • Only units of a power that is At War with the active power battle attempt. Each such attempt is announced and resolved be- may intercept. fore announcing and resolving any other attempts. Minor power

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 19 allies in that space avoid battle as a single group with units of their • the destination space is fortified, affiliated major power. A power is never required to try to avoid • the enemy power (or an ally of the enemy power) controls battle; it is always optional. the destination space, Restrictions: • there were 4 or fewer units (plus any number of army lead- ers) present in the space after interception and avoid battle • Units may not avoid battle into an independent space or a attempts were resolved. space controlled by another power unless that power is an ally of the power avoiding battle. A power is never required to withdraw into its fortifications; it is • Units may not avoid battle into a space in unrest or a space always optional. If they do withdraw, all units present must with- containing enemy units. draw together. If units from more than one power are defending the • Units may not avoid battle into a sea zone. space when the active formation enters, the power controlling the • Units may not avoid battle into the space just vacated by the space decides whether or not to withdraw into the fortifications. If enemy formation the units are trying to avoid. the units decide to withdraw inside fortifications, a field battle is avoided during this impulse. If the active formation has more units • Units and army leaders currently under siege may not avoid than the number of units inside the fortification, this fortification battle. is now under siege (Section 15). If the active formation does not • Units of a power may not avoid battle if any units of that pow- have more units, it has two choices: er intercepted into the battle space during this Move action. 1. If there are CP remaining to be played in this impulse, the • A leader alone in a space may not avoid battle. (If the space active formation may spend 1 CP (or 2 CPs if the move is is unfortified, he is captured (13.1); if the space is fortified he over a pass) to continue movement into an adjacent space. must withdraw inside). [However, if they are later forced to retreat from this new Avoid Battle Procedure space back into the fortified space, they are eliminated.] 1. Declare Attempts: Each major power with land units in the 2. Otherwise the active formation must retreat back into the destination space of the Move action declares and resolves (in space from which it entered the fortified space. This retreat impulse order) an avoid battle attempt. Follow steps 2-5 for each does not cost any CP, but the retreat must abide by all retreat such power before going on to the next. restrictions listed in Section 14.1. 2. Designate Destination Space: This power designates an adja- cent space into which the units avoiding battle will try to move. The space must satisfy the restrictions listed above. 14. Field Battle A field battle occurs due to a Move action into a space occupied by 3. Choose Units: The power chooses which land units and army an enemy formation or because of a successful interception. Each leaders will attempt to avoid battle. The total number of units power involved adds up how many battle dice they will roll. This chosen may exceed the number that can be moved as a single number of dice is then rolled to see how many ‘hits’ are scored. formation. Any number of units may be left out of the avoid battle Each hit inflicts a casualty on the opponent. The side which scores attempt (you can even leave out all land units to have an army leader the most hits on its opponent is the victor and retains the space. avoid battle by himself). The defeated force must then retreat to an adjacent space. 4. Roll Dice: The power avoiding battle rolls two dice and adds Field Battle Procedure the best single Battle Rating of an army leader (if any) present in 1. Play Response Cards: Both sides (starting with the attacker) the stack of units leaving the space to the dice sum. The Ottoman have one final chance to play the Response cards Landsknechts power adds 1 to its result if at least 1 cavalry unit is in the stack or Swiss Mercenaries to change the number of units in the space. avoiding battle. A non-Ottoman power subtracts 1 from the result if it is trying to avoid a formation containing Ottoman cavalry. If 2. Attacker Adds Up Battle Dice: The active player is always the modified dice roll is 9 or more, the Avoid Battle Attempt is considered the attacker in a field battle. The attacker adds up the successful. Exception: If every unit in the formation attempting to number of dice he will roll as follows: Avoid Battle has already lost a field battle during this impulse, it • 1 die for each land unit in the moving formation may Avoid Battle automatically—no dice roll is necessary. • 1 die for each Battle Rating point from the highest-rated leader in the attacking force 5. Place in Destination Space: If successful, the units selected to avoid battle are placed in the chosen adjacent space. 3. Defender Adds Up Battle Dice: The intercepting player or the player with the stack of units in the destination space is always 6. Repeat for other Formations: Return to Steps 2-5 for each considered the defender in a field battle. The defender adds up the remaining power with units in the destination space of the Move number of dice he will roll as follows: action. • 1 die for each defending land unit in the space 13.4 Withdrawing into Fortifications • 1 die for each Battle Rating point from the highest-rated leader Enemy units in the destination space may withdraw inside for- in the defending force tifications in Step 7 of the movement procedure if the following • 1 die for being the defender. conditions are all met:

© 2010 GMT Games, LLC 20 Here I Stand, 2nd Printing

7. Play : If the Ottomans were one of the powers involved in this battle and they have not yet played Janissaries this turn, they may play this Home card to roll extra dice in an attempt to score additional hits. 8. Declare Winner: The side scoring the most hits is declared the winner of the battle. In the case of a tie, the defender is declared the winner. 9. Take Casualties: Each side eliminates 1 land unit for each hit scored by the opposing side. If both sides are eliminated, the side that rolled more dice retains 1 unit. If both sides are eliminated and the two sides rolled the same number of dice, the defender retains 1 unit. 10. Capture Leaders: If one or more leaders are present on a side that is completely eliminated, they are captured by the enemy. Place a captured leader on the power card of the adversary which defeated him. He may be regained in the Diplomacy Phase of an upcoming turn (see Section 9). INTERCEPTION AND BATTLE EXAMPLE: It is the Ottoman 11. Conduct Retreats: The units of the losing power retreat as impulse. Suleiman, Ibrahim, 7 regulars and 1 cavalry are stacked described in 14.1 (unless they were all eliminated). in Pressburg, the space between Vienna and Buda. The Ottoman 12. Check for Siege: If the battle occurred in a fortified space and spends 1 CP to move the entire formation to Vienna. Charles the active player won, check to see if the active formation has more V and 8 Hapsburg regulars are stacked in Graz, adjacent to units than the losing player has inside the fortifications. If so, this Vienna. They attempt to intercept, adding 2 to their dice roll due space is now under siege (Section 15). If not, the active player must to Charles’ Battle Rating and subtracting 1 for the presence of retreat his force as specified in Section 15.3, Breaking a Siege. Ottoman cavalry. Charles’ formation rolls an 8, just enough to complete the interception. [If they had failed the interception 14.1 Retreat attempt, Ferdinand and the 2 regulars in Vienna would have All remaining units and army leaders from the losing power must had the option to either fight a land battle outside Vienna (not a retreat. If the battle occurred in a fortified space, and the power smart option!), avoid battle to Brunn, Linz or Graz, or withdraw controlling that space lost the battle, then any number of land into the fortifications of Vienna.] In the resulting field battle, units up to four (at the owner’s discretion), and any number of the Ottomans roll 8 dice for their units plus 2 dice for Suleiman army leaders, may withdraw into the fortifications. The stack of (their best leader), for a total of 10 dice. The Hapsburgs will units remaining outside the fortifications after such a withdrawal roll 10 dice for their units plus 2 dice for Charles plus 1 die as (or all losing power units if the battle did not occur in a fortified defender, for a total of 13 dice. The Ottomans score 3 hits on space) must then retreat to a single adjacent space chosen by the their 10 dice; the Hapsburgs score 5 on their 13 dice. 3 Hapsburg owner of those units. That space must meet all the restrictions regulars are eliminated; the Ottoman chooses to eliminate the listed below. If no legal space exists, all units in that stack are cavalry unit and 4 regulars. Suleiman, Ibrahim, and the remain- eliminated; any army leaders present are captured. ing 3 regulars retreat to the space from which they entered the Restrictions: field battle (Pressburg). Charles, Ferdinand and 7 Hapsburg • Units may not retreat into a space in unrest or a space containing regulars remain in Vienna. enemy units. • Units may not retreat into a sea zone. • Units may not retreat into an independent space or a space 4. Attacker Declares Combat Cards: The attacker declares any controlled by another power unless that power is an ally of the Combat cards he wants to play as events to affect the battle. retreating power. 5. Defender Declares Combat Cards: The defender declares any • If the defender lost the battle, his units may not retreat into the Combat cards he wants to play as events to affect the battle. If space from which the enemy entered. more than one major power is controlling defending units in this • If the active power lost the battle, the space chosen must be the space, each of these powers may play Combat cards. space from which this formation entered the battle. 6. Roll Dice: Both sides roll their dice (taking into account that play of the Combat cards Mercenaries Bribed or Surprise Attack in Step 4 or 5 may force a player to roll a different number of dice than the number arrived at in Step 2 or 3). Each roll of a “5” or a “6” is considered to be a hit.

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 21

If against a fortified space with 1 or more defendingland units 15. Siege (even if all units are cavalry): Land units in a fortified space are placed under siege if they with- draw into fortifications during enemy movement (Section 13.4) • 1 die for every 2 land units in the assaulting formation (cavalry or after a field battle (Section 14.1) and enemy land units in that units are ignored), round fractions up space outnumber them. The land units under siege may not move, • 1 die for each Battle Rating point from the highest-rated leader attack, intercept, or avoid battle until the siege is broken (Section in the assaulting force 15.3). (Naval units in a port under siege may move). Note that it 4. Add Up Defender’s Dice: The player controlling the space is is possible for a fortified space to be under siege by two powers always considered the defender in an assault. The defender adds at once if those powers are allies, both are at war with the power up the number of dice he will roll as follows: that controls this fortified space, and each power possesses more units in the space than the power inside the fortifications. • 1 die for each defending land unit in the space (cavalry units are ignored) 15.1 Assault • 1 die for each Battle Rating point from the highest-rated leader A besieging power may spend 1 CP on the Assault/Foreign War in the defending force action in an attempt to gain control of the space, but not in the • 1 die for being the defender same impulse in which the space was first put under siege by that power. A space may only be subjected to one assault in a single 5. Attacker Declares Combat Cards: The attacker declares any impulse (though a power may initiate multiple assaults in different Combat cards he wants to play as events to affect the assault. spaces in the same impulse). Assaults are conducted by a single 6. Defender Declares Combat Cards: The defender declares any formation of units and army leaders in the same space as the Combat cards he wants to play as events to affect the assault. If fortification. Requirements for an Assault action are as follows: more than one major power is controlling defending units in this Requirements: space, each of these powers may play Combat cards. • The active power must have placed the space under siege dur- 7. Roll Dice: Both players roll their dice and add up the number ing a previous impulse. Fortified spaces that are empty also of hits they have scored. Each roll of a “5” or a “6” is considered have to be put under siege in one impulse before they can be to be a hit. assaulted in a later impulse. (Exception: The card Roxelana allows the Ottoman player to assault a fortified space in the 8. Play Response Cards: Any power may play the Response same impulse that the siege is initiated). card Siege Artillery to give the attacker an attempt to score ad- • The assaulting power has an LOC to the space. ditional hits. • The power that controls the fortified space does not have a 9. Take Casualties: Each side eliminates one land unit from their naval squadron in an adjacent sea zone. stack of units in the space for each hit scored by the opposing side. • If the power that controls the fortified space has naval (Cavalry units may be taken as losses.) squadron(s) in that space, there is a greater number of squad- rons from the assaulting power in adjacent sea zone(s). 10. Successful Assault: If the attacker scored at least 1 hit, no defending land units remain in the space, and at least 1 attacking Corsairs are ignored for the purpose of these last two requirements unit survived the battle, the assault is successful. The attacker gains (naval blockade); only naval squadrons are considered. political control of the space. All besieged army leaders are cap- tured. Place a captured leader on the power card of the adversary Assault Procedure who defeated him. He may be regained in the Diplomacy Phase of 1. Declare Formation: The active player declares which forma- an upcoming turn (see Section 9). If the defender has naval units tion of land units and army leaders will be making the assault. All or a naval leader in the space, place them on the next turn of the requirements listed above must be met at this time. Turn Track. In a future turn, the leader will reenter play and the 2. Play Response Cards: Other powers may play the Response naval units may be rebuilt (8.2). cards Foul Weather and Gout to disrupt this Assault action. The 11. Unsuccessful Assault: If the attacker did not score at least one active player has one final chance to play the Response cards hit or any besieged land units remain, the assault is unsuccessful. Landsknechts or Swiss Mercenaries to change the number of If the number of besieging land units still exceeds the number of units in the space. defending land units, the space remains under siege. If not, the 3. Add Up Attacker’s Dice: The active player is always consid- attacking force must retreat as described in 15.3. If all attacking ered the attacker in an assault. The attacker adds up the number land units are eliminated, surviving attacking army leaders are of dice he will roll as follows: placed in the nearest fortified space or their capital as described in Step 6 of the Peace Segment Procedure (Section 9.3). If against a fortified space with no defending land units: • 1 die for each land unit in the assaulting formation (cavalry If, earlier in the impulse, units and leaders joined a stack of that units are ignored) power’s units already besieging a fortified space, those newly- arrived units and leaders may participate in the assault and can be • 1 die for each Battle Rating point from the highest-rated leader included in the calculation in Step 3 (provided that the full comple- in the assaulting force ment of attacking forces used can fit within a single formation).

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to withhold units that started the impulse within the fortification from the field battle if he does not want to risk losing them. There are three possible results in this relief force situation: • If the active player wins the resulting battle, the besieging forces retreat and the siege is broken. • If the active player loses the battle but the number of hits scored by both sides is equal, the active player may choose to retreat any units or army leaders that participated in the battle into the fortifications (including units that were part of the relief force that entered the space). The total number of units inside the fortification may never exceed 4 after such a retreat. All other attacking units retreat as per Section 14.1. • If the active player loses the battle and the number of hits he scored was less than his opponent, only units that started the impulse inside the fortification may retreat back inside. All other attacking units retreat as per Section 14.1. If all attacking units in the relief force were eliminated, any attacking army Siege, Relief Force, Assault Example leaders in the relief force are captured and there is no retreat. French Impulse: Francis and 6 regulars occupy Brussels, which is now under French political control. Francis uses a 15.3 Breaking a Siege Move Formation in Clear action to move all his units to Calais A siege is broken immediately if the besieging stack no longer in an attempt to besiege that key. Brandon’s formation of 4 contains more land units than are in the fortification (cavalry units regulars in adjacent Boulogne fails to intercept this move. The are included in these counts). This may occur if part of the besieg- 2 English regulars in Calais withdraw into the fortications, ing force leaves the space as part of a Move action, a successful hoping for relief from Brandon during the upcoming English interception, or a successful avoid battle attempt. It may also occur impulse. Since Francis’ formation outnumbers the English if the besieging stack takes severe losses during an assault or battle defenders in Calais, that key is now under siege. An assault against a relief force, or due to an Event card play. When the siege must wait until the next French impulse. is broken, the stack must retreat to any adjacent space that meets English Impulse: Brandon now comes to the aid of Calais. the following restrictions. This retreat does not cost any CP. If no The French do not avoid battle. A relief force field battle en- such legal space exists, all units in that stack are eliminated; sues. The English choose to have the units inside the garrison any army leaders present are captured. participate in the battle, giving them 6 dice for units and 1 Restrictions: for the leader Brandon. The French roll 6 dice for units, 1 for • Units may not retreat into a space in unrest or a space con- the leader Francis, and 1 as defender. The English fail to get taining enemy units. any hits on 7 dice; the French score 2 hits. The English take the losses on Brandon’s formation; he retreats with 2 regulars • Units may not retreat into a sea zone. back to Boulogne. • Units may not retreat into an independent space or a space controlled by another power unless that power is an ally of French Impulse: Francis is now ready to assault Calais. The the retreating power. 2 French fleets in the North Sea (compared to the 1 English fleet in Calais ) provide just enough of a naval presence to satisfy the requirements for an assault. The French roll 1 die for every 2 land units (rounding up fractions), giving 3 dice, 16. Naval Affairs plus 1 for Francis. The English roll 2 dice for units plus 1 die Naval units move, fight, intercept, and avoid battle in the sea zones as defender. If the French can score 2 hits, Calais will fall and and ports of the map, much as land units do in the spaces of the the English fleet will be eliminated. map. Naval units also provide a transport capability that allows land units to traverse sea zones (as long as that movement takes place in a single impulse). Ottoman corsairs can also initiate piracy. 15.2 Relief Forces 16.1 Naval Movement A formation friendly to the units in the fortification may enter a A power may move naval units with the Naval Move action (1 fortified space under siege and initiate a field battle in an attempt CP). Unlike land movement (where a Move action allows just one to break the siege. In this “relief force” situation, units and army formation to move), the Naval Move action allows ALL naval leaders inside the fortification that are controlled by the same units of that power (and their activated Minor Power allies and major power as the relief force may participate in the field battle. any lent fleets) to perform a move, wherever they are on the map. These forces inside the fortification may participate even if the Naval movement may trigger interception attempts by enemy naval total number of units now exceeds the allowable formation size units. Enemy naval units are also allowed to try to avoid battle in (based on the leaders present in that space). The player may choose response to Naval Move actions.

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All naval moves are to an “adjacent” location. Ports are adjacent space, one or more naval units (owning player’s choice) from to one or two sea zones, as marked with the anchor symbol. Sea each stack may attempt to intercept as a single stack. Each such zones are adjacent to all ports with symbols in their zone and all attempt is resolved separately and the owning player chooses the sea zones that share a common sea zone boundary. Naval units of order of those attempts. If multiple stacks from different enemy two different powers that are not at war may occupy the same sea powers all want to intercept, resolve the intercept attempts in zone after a move. Interception attempts, avoid battle attempts, Impulse Order. Once one power succeeds, no other power may and naval combat are only triggered against enemy naval units. attempt an interception (even if that other power is an ally of the Naval movements must comply with the following restrictions: intercepting power). Interception may not be attempted by naval unit(s) in a location that already contains naval units from the Restrictions: active power. The intercepting power rolls two dice and adds the • Naval units must always move to an adjacent location. Move- Battle Rating of any naval leader present to the dice sum. A result ment from the Ionian Sea to the Tyrrhenian Sea, the Barbary of 9 or greater indicates success. If successful, the intercepting Coast to the Atlantic Ocean, the Black Sea to the Aegean Sea naval units are placed in the destination space and are oriented (or vice versa for any of these combinations) is not permitted vertically. All stacks that successfully intercept are combined into since these sea zones are not adjacent (see Port in Section 2.5). a single stack (and will fight as a combined force in the naval • Naval units may only move to ports controlled by another combat in Step 7 below). player if enemy naval units are present in that port. (This restriction prohibits naval moves into a port controlled by a 5. Conduct Avoid Battle: Enemy naval units in sea zones (not major power ally.) ports) may try to avoid battle if both of these conditions are met • Naval leaders must be in the same stack as a naval unit con- (these conditions represent a sea zone entered by the active power trolled by the same power whenever possible. Naval leaders in Step 2 in which no intercept occurred in Step 4): may accompany any naval unit that is moving from the naval • All enemy naval units are oriented normally. leader’s port or sea zone. If naval movement is going to empty • The naval units of the active power are oriented vertically. the naval leader’s port or sea zone, then that naval leader must accompany one of the naval units that is leaving. Resolve avoid battle attempts in Impulse Order. The enemy power attempting to avoid battle designates an adjacent location into • No naval unit may participate in a Naval Move if it was part which the naval units will try to move. Adjacent ports must be of a stack of naval units that lost a naval combat earlier in controlled by the power avoiding battle; adjacent sea zones may the impulse. not contain units from a power at war with the power avoiding • Naval units of the minor powers of Genoa and Venice (as battle. All of this power’s naval units in the sea zone must avoid well as the naval leader ) may never move into battle together. The power avoiding battle rolls two dice and adds the Atlantic Ocean sea zone. the Battle Rating of any naval leader present to the dice sum. If Naval Movement Procedure the modified dice roll is 9 or more, the Avoid Battle Attempt is 1. Declare Naval Moves: The active power declares which naval successful. If successful, the units are placed in the chosen adja- units and leaders will be moving and designates the destination cent location. for each of these units. Each unit’s destination must be adjacent 6. Rotate Units: After all avoid battle attempts are complete, to its current location. rotate all units that are oriented vertically to a normal orientation. 2. Execute Naval Move: The active power executes all naval 7. Conduct Naval Combat: If naval units of the active power moves. The order of execution is not important as all moves are and an enemy power occupy the same sea zone or port, naval considered simultaneous. Stack the newly arriving unit(s) in the combat occurs in that location. The active power resolves the naval destination port or sea zone as follows: combats that result from a Naval Move in any order it desires. If • If arriving in a port: the arriving naval unit(s) are placed more than one enemy power is present in that sea zone, the active below any land units and army leaders and are oriented nor- power chooses which one to fight first (allied enemy stacks arenot mally (horizontally). combined); he must continue fighting enemy naval forces until he • If arriving in a sea zone containing friendly units: the either loses a combat (and retreats) or has fought each enemy once. arriving naval unit(s) are placed on top of the other friendly units and oriented the same way as those units. 16.2 Naval Combat Naval combat occurs due to a Naval Move action into a sea zone • If arriving in a sea zone with no friendly units: the arriving or port occupied by enemy naval units or because of a successful naval unit(s) are placed in the zone rotated 90 degrees (so interception. Each power involved adds up their combat dice and they are oriented vertically). rolls to see how many hits they score. Hits may cause casualties 3. Play Response Cards: Other powers may play the Response on the opponent. The side with the most hits is the victor. After card Foul Weather to disrupt this Naval Move action. the combat, one side’s units must retreat to an adjacent location. 4. Conduct Interceptions: Stacks of naval units that are oriented Naval Combat Procedure vertically may be intercepted by enemy naval units in an adjacent 1. Attacker Adds Up Dice: The active player is always considered location. If multiple enemy stacks are adjacent to the destination the attacker in a naval combat. The attacker adds up the number of dice he will roll as follows:

© 2010 GMT Games, LLC 24 Here I Stand, 2nd Printing

• 1 die for each corsair • 2 dice for each naval squadron • 1 die for each Battle Rating point from their highest-rated naval leader in the sea zone or port 2. Defender Adds Up Dice: The intercepting player or the player with the stack of units that began the Naval Move action in the destination location is always considered the defender in a naval combat. The defender adds up the number of dice he will roll as follows: • 1 die for each corsair • 2 dice for each naval squadron • 1 die for each Battle Rating point of their highest-rated naval leader in the sea zone or port • 1 die for being the defender, but only if this combat is taking place in a port Naval Movement and Combat Example It is the Ottoman impulse. Genoa is a Hapsburg ally. Venice 3. Attacker Declares Combat Cards: The attacker declares any is a Papal ally, but they loaned 1 Venetian fleet to the Haps- Combat cards he wants to play as events to affect the combat. burgs during the Diplomacy Phase of this turn. The Ottoman 4. Defender Declares Combat Cards: The defender declares undertakes a Naval Move action. After moving several other any Combat cards he wants to play as events to affect the combat. naval squadrons into the Aegean Sea, the Ottoman also moves Barbarossa and the 3 naval units in Tunis (2 squadrons and 1 5. Roll Dice: Both players roll their dice and add up the number corsair) to the Barbary Coast, as shown above. A Hapsburg of hits they have scored. Each roll of a “5” or a “6” is considered naval force consisting of Andrea Doria, a Genoese squadron, to be a hit. and a Hapsburg squadron is in an adjacent sea zone, the Tyr- 6. Play Response Cards: If the Ottoman was one of the powers rhenian Sea. The loaned Venetian fleet is also in an adjacent involved in this battle and they have not yet played Janissaries sea zone, the Ionian Sea. Both stacks of Hapsburg naval units this turn, they may play this Home card to roll extra dice in an at- attempt to intercept. Each rolls a 7 on two dice. Because of tempt to score additional hits. Any power may play the Response the +2 added to the roll for Doria’s Battle Rating, his stack card Professional Rowers to give one side an attempt to score succeeds. The stack without Andrea Doria’s modifier does additional hits. not. Naval combat ensues in the Barbary Coast. The Ottoman rolls 7 dice (4 for the two squadrons, 1 for the corsair, 2 for 7. Declare Winner: The side scoring the most hits is declared the Barbarossa). The Hapsburgs roll 6 dice (4 for squadrons, 2 winner of the battle. In the case of a tie, the defender is declared for Doria). Each side rolls 3 hits. Since the Hapsburgs are the the winner. defender, they win the battle. An Ottoman squadron and corsair are eliminated. Barbarossa and the remaining squadron must 8. Take Casualties: Each side eliminates 1 naval squadron for retreat to an adjacent sea zone or controlled port (though it every 2 hits scored by the opposing side. If hits against the Otto- doesn’t have to be Tunis). The Hapsburgs eliminate one of their man power remain after applying hits to naval squadrons, each squadrons; the other remains with Doria in the Barbary Coast. remaining hit eliminates 1 corsair. Odd hits remaining against the losing side eliminate 1 extra naval squadron; odd hits remaining against the winner are ignored. If both sides are eliminated, the side that rolled more dice retains 1 unit. If both sides are eliminated and the two sides rolled the same number of dice, the defender retains 1 unit. 16.3 Naval Transport If a power has naval units in one or more adjacent sea zones, it 9. One Power Retreats: If the combat occurred in a port, the may make a special move of lands units across those sea zones. attacker retreats to a sea zone connected to that port that is free This special move is called “naval transport” and is considered to of enemy naval units. (NOTE: The attacker retreats regardless be a special case of the Move Formation In Clear action. of whether or not he won the battle.) If the combat occurred in a sea zone, the loser retreats to an adjacent port under its control Naval Transport Procedure (free of enemy naval units) or an adjacent sea zone (also free 1. Spend CPs and Move: The active power must have at least 2 CPs remaining to spend in the current Action Phase. If so, a for- of enemy naval units). If no such location exists, the naval units mation of 5 or fewer land units (plus army leaders) in a port may are eliminated. move to an adjacent sea zone containing naval units controlled by 10. Place Units on Turn Track: If one or more naval leaders are the active power. This move costs 1 CP and is considered to be a present on a side that is completely eliminated, they are placed on Move Formation in Clear action. Units moving by naval transport the next turn of the Turn Track. All naval units lost in the combat may not be intercepted at sea. Other powers may play the Response are also placed on the Turn Track. In a future turn, the leader will card Foul Weather to disrupt naval transport. A formation under reenter play and the naval units may be rebuilt (8.2). siege may not be moved by naval transport.

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2. Multi-zone Transport: The active power then continues to move the formation to an adjacent sea zone or port at the cost of 1 CP for each such move. Moves from one sea zone to another are permitted as long as the power has a naval unit in each sea zone and enough CP to get the formation back to a port before the impulse is over. Formations may never end an impulse at sea. You must end a naval transport with one formation before starting another one later in the impulse. 3. End at Port: Formations end their naval transport by moving to a port adjacent to the last sea zone they entered. That port must conform to the following restrictions: • The port may not contain any enemy naval units. • It must be a space into which the power could move using land movement (i.e. it can not be a port of a power that the active power is neither allied with nor at war with).

Treat this movement into the final space as if it were a Move Piracy Example action. Enemy units may intercept, avoid battle, withdraw into It is the Ottoman impulse. Barbarossa, 2 corsairs, and 1 naval fortifications or stay and force a field battle. squadron have moved out into the Ionian Sea during an earlier 4. Naval Transport and Field Battles: If the active power loses action. The Hapsburgs are at war with the Ottomans; the Papacy a field battle in the port space at the end of a naval transport, all is not. The Ottoman player spends 2 CP for an Initiate Piracy transported units are eliminated and any army leaders present are action in this sea zone, targeting the Hapsburg power. The captured. Hapsburg player gets to roll 2 dice against the pirates: 1 for the Knights of St. John in and 1 for the squadron in Messina. 16.4 Piracy The Papal fort at does not assist since the Papacy is not at If the Ottoman power has corsairs in a sea zone, he war with the Ottoman. The Hapsburgs score 1 hit, eliminating 1 may spend 2 CPs on the Initiate Piracy in Sea Zone of the corsairs. Having only 1 corsair left, the Ottoman receives action and target any power that controls a port space 1 base die (plus 1 die for Barbarossa’s Piracy rating). Both Ot- adjacent to that sea zone. The target and any powers toman rolls are hits. The Hapsburg player elects to eliminate at war with the Ottoman roll to see if they can eliminate some of its naval squadron at Messina and give the Ottoman player 1 the corsairs. If corsairs remain, they roll for piracy hits, which piracy VP. The Hapsburg wants to avoid giving the Ottoman a may result in Ottoman VP, card draws from the targeted power, card draw (which might lead to additional piracy attempts!). or removal of naval units. VP earned through Piracy are marked on the Ottoman power card. When earned, these VP increase the Ottoman VP total, but they do not affect the VP total of the zone where piracy is occurring and may not be in unrest or targeted power. under siege. (NOTE: This die is for fortresses, not fortified Piracy Procedure spaces, so keys do not give you these extra dice.) 1. Declare Piracy: An active Ottoman power declares that the 3. Roll Dice Against Pirates: If the targeted power receives 1 or corsairs in a sea zone are going to initiate piracy. A major power more dice, he makes these rolls. Each roll of a “5” or a “6” is con- that controls one or more port spaces connected to that sea zone sidered to be a hit. The Ottoman eliminates one corsair for each hit. must be specified as the target for the piracy. The Ottoman does not need to be At War with that power. The Ottoman may only 4.Ottoman Adds Up Piracy Dice: If one or more corsairs remain initiate piracy in a given sea zone once per turn; place a “Piracy” in the sea zone after Step 3, the Ottoman will roll for piracy. The marker in this sea zone as a reminder. Ottoman has the following base number of dice: 2. Targeted Player Adds Up Dice: The targeted power adds up the • 1 die: if there is only 1 corsair in the sea zone or only 1 port number of dice they will roll against the Ottoman. They receive: of the targeted power connected to the zone • 2 dice: otherwise • 2 dice for each naval squadron of the targeted power in the sea zone where piracy is occurring The Ottoman then adds the Piracy rating of any naval leader • 1 die for each naval squadron of the targeted power or another present in the zone (1 bonus die for Barbarossa; 2 bonus dice for power (major or minor) that is at war with the Ottoman in Dragut). a port or sea zone adjacent to the sea zone where piracy is 5. Roll Piracy Dice: The Ottoman rolls this number of dice. Each occurring roll of a “5” or a “6” is considered to be a hit. For each hit scored, • 1 die for each fortress controlled by either the targeted power, the targeted power must choose to do one of the following: another power (major or minor) at war with the Ottoman, or the Knights of St. John. This fortress must be adjacent to the a. eliminate a naval squadron in or adjacent to the targeted sea zone

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b. allow the Ottoman player to draw at random and keep 1 card Corsairs: If the Mandatory Event has occurred, from his hand (it can not be played until a future impulse) the Ottoman power (only) may spend 1 CP on the Build Corsair c. award the Ottoman player 1 VP for Piracy. action. Add 1 corsair to the map for each such action taken. Note that Corsairs may be built in either an Ottoman home port, , The Ottoman player may not be awarded a card draw if no cards or a port that has been targeted by the event Pirate Haven. Corsairs are left to be drawn from the target power’s hand. Similarly, the are the only type of unit the Ottoman power can build at Algiers Ottoman player may never earn more than 10 VP through piracy or at a port targeted by Pirate Haven. in a game. The target power must always try and award one of these three items to the Ottoman for each hit. Picking a choice of no benefit to the Ottoman player is not permitted if another selec- 18. The Reformation tion is available. The targeted power is free to choose different The religious struggle started by Luther’s 95 Theses in 1517 takes items on a hit-by-hit basis. place during the game at the same time as the military campaigning covered in the earlier rule sections. This section presents all the rules governing the religious conflict. Although the Papacy and 17. Unit Construction the Protestant power are the key figures in the religious arena, the There are five actions which allow powers to construct new English and Hapsburg powers both have a vested interest in the units. New units must be constructed in friendly home spaces outcome. The religious actions that trigger a change in religious (Exceptions: The card Foreign Recruits allows units to be built status are presented first below. These are followed by detailed in a non-home friendly space; the cards Landsknechts and Swiss instructions on resolving the Reformation attempts, Counter Mercenaries allow units to be built in a space already containing a Reformation attempts, and Theological Debates that result from stack of the active power’s units). Units may never be constructed these actions. in a space in unrest. The counters provided with the game for each power are purposely limited to reflect the total manpower of 18.1 Religious Actions these powers during the period. Units may never be constructed in The following eight sections describe the actions that affect the excess of the counters available. Players may exchange different religious status of Europe. The first two items (Luther’s 95 Theses denominations of counters at this time to facilitate new builds and the Diet of Worms) occur automatically at the start of Turn 1 (Example: If the player has run out of “1” counters, he could still to represent Luther’s initial attack on the institutions of Catholi- build in a space containing 3 units by replacing the units with a cism. The remaining six religious actions are initiated through the “4” counter.) expenditure of CP during the action cycle. 17.1 Land Units Luther’s 95 Theses Land units may be constructed in any friendly home space that is The first phase of Turn 1 is always the play of the Mandatory Event not occupied by enemy units. card Luther’s 95 Theses by the Protestant player. This card always starts the game in the possession of the Protestant player (and note Regulars: All powers may spend 2 CPs on the Raise Regular that cards are not dealt until after the Luther’s 95 Theses Phase). Troop action. Add 1 regular unit to the map for each such action This event has the following effects: taken. • Luther is added to the Wittenberg space (Section 8.2) Mercenaries: All powers except the Ottoman may spend 1 CP • Wittenberg comes under Protestant religious influence (and on the Buy Mercenary action. Add 1 mercenary unit to the map the 2 Protestant regulars on Wittenberg in the Electorate for each such action taken. display are added to the space, see 21.6) Cavalry: The Ottoman power (only) may spend 1 CP on the • The Protestant power makes 5 Reformation attempts target- Raise Cavalry action. Add 1 cavalry unit to the map for each ing the German language zone. These attempts are resolved such action taken. as described in Section 18.3. The Protestant rolls one extra 17.2 Naval Units die in each attempt. Naval units may be constructed in any friendly home port that This Mandatory Event card is then removed from the deck. Lu- is not occupied by enemy units. Naval units lost by any method ther’s 95 Theses is the only Mandatory Event that does not grant cannot reenter play on the turn in which they were eliminated. the player 2 CPs after the event is resolved. When a naval unit is lost, place it on the Turn Track in the box provided for the next game turn. At the start of that turn, return Diet of Worms these eliminated naval units to the pool of units available to be The fourth phase of Turn 1 is always the Diet of Worms phase. constructed by that power. If an event calls for naval units to be In 1521, the newly-appointed Holy Roman Emperor Charles V added to the map, and the only units available are on the Turn Track, reviewed Luther’s teachings in front of this German legislature. these units are forfeited. In the game, the Diet is played out using the following procedure. Squadrons: All powers except the Protestant may spend 2 CPs Diet of Worms Procedure on the Build Naval Squadron action. Add 1 naval squadron to the 1. Select Commitment Card: The Protestant, Hapsburgs, and map for each such action taken. Papacy all secretly select one card from their hand to represent their level of commitment to these proceedings. Each of these powers must play a card. The card may not be a Mandatory Event.

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A power may choose its Home card. Cards with higher CP values 6 spaces to complete translation of the New Testament in each represent higher levels of commitment. language, and 10 spaces to translate the Full Bible in a language. Immediately upon completion of a New Testament translation, the 2. Reveal Cards: All chosen cards are simultaneously revealed. Protestant power may make 6 Reformation attempts, targeting the 3. Roll Protestant Dice: The Protestant player adds 4 to the CP language zone that matches the language of translation. Immedi- value of his card. This total represents the number of dice he now ately upon completion of a Full Bible translation, the Protestant rolls. Each roll of a “5” or a “6” is considered to be a hit. power may make 6 Reformation attempts, targeting the language zone that matches the language of translation and all dice rolled 4. Roll Papal and Hapsburg Dice: The Papal player rolls a num- by the Protestant receive a +1 die roll modifier (i.e. possible re- ber of dice equal to the CP value of his card. The Hapsburg player sults range from 2-7). In addition, the Protestant player earns 1 does the same. Each roll of a “5” or a “6” is considered to be a bonus VP when each Full Bible translation is completed. Once hit. These two powers combine their hits into a Catholic total. these markers reach a final box, there is no reason to continue to pay CP to advance them; each translation may only occur once 5. Protestant Victory: If the number of Protestant hits exceeds in a given game. the number of Catholic hits, the Protestant power flipsa number of spaces equal to the number of extra hits he rolled to Protestant influence. All spaces flipped must be in the German language zone. Spaces flipped must be adjacent to another Protestant space; spaces that were just flipped in this step can be used as the required adjacent Protestant space. 6. Catholic Victory: If the number of Catholic hits exceeds the number of Protestant hits, the Papacy flips a number of spaces equal to the number of extra hits he rolled to Catholic influence. All spaces flipped must be in the German language zone. Spaces flipped must be adjacent to another Catholic space; spaces that were just flipped in this step can be used as the required adjacent Biblical translation section of the Protestant power card Catholic space. Calling Theological Debates 7. Draw: If the number of Protestant and Catholic hits is equal, Both the Protestant and Papal powers may spend 3 CPs to Call a the Diet is inconclusive. No action is taken. Theological Debate in one of these three language zones: German, Publishing a Treatise English and French. If all Protestant debaters in a language zone The Protestant power may spend 2 CPs on the Publish Treatise are committed, the Protestant player may not initiate debates in action. The Protestant power makes 2 Reformation attempts that language zone. Similarly, if all Papal debaters are committed, targeting a single language zone. This target language zone must the Papal player may not initiate debates in any language zone. If be specified before attempting the first Reformation attempt (Sec- none of the Protestant debaters for a language zone have entered tion 18.3). If Cranmer is on the map, the English power may also the game (or all of them have been burnt at the stake, excommuni- undertake the Publish Treatise action, although the cost for the cated, or removed from play), neither player may call a debate in action is 3 CP. Treatises published by the English always target that zone. Complete rules on how to resolve a theological debate the English language zone. are found in Section 18.5. This action can be triggered by a card play by the English power if Mary I is ruler of England (Section Biblical Translations 21.3). Certain Event cards also result in the calling of a debate. The Protestant power (only) may spend 1 or more CP on the Translate Scripture action. In the game, completion of a transla- Building Saint Peter’s tion represents the huge boost the Protestant faiths received for The Papal power (only) may spend 1 or more CP on the Build offering biblical texts in worshippers’ native languages. For each Saint Peter’s action. This action represents spending money on the CP spent, advance one marker one space on either the New Testa- Papacy’s main building project of the time: the refurbishment of ment translation track or the Full Bible translation track on the St. Peter’s Basilica. For each CP spent, advance the “St. Peter’s Protestant power card. Several debaters (Luther, Melanchthon, CP” marker one space to the right on the Papacy’s power card. If Tyndale, Coverdale, Olivetan) have bonuses that allow the marker the marker reaches the rightmost space, labeled “+1 CP (Add 1 to be advanced one additional space without spending a CP if that VP, Set to 0)”, reset this marker to the “At Start: 0 CP” space and debater is committed during this impulse (see 18.2 below). Only move the “St. Peter’s VP” marker on the line below one space to one bonus space can ever be awarded in a single impulse. The the right. The Papacy may never earn more than 5 VP from St. appropriate portion of the Protestant power card is shown below Peter’s construction in a single game. for ease of reference. There are three markers on each of these Burning Books two tracks, one for each of these three language zones: German, The Papal power may spend 2 CPs on the Burn Books action. English and French. The Protestant may not advance the Full Bible The Papal power makes 2 Counter Reformation attempts target- marker in a language zone until the New Testament is complete for ing any single language zone. This action can also be triggered that language. When a marker reaches the final space on the track, by a card play by the English power if Mary I is ruler of England the translation is complete. The Protestant must advance a marker (Section 21.3).

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Founding a Jesuit University Unaligned land units are: After the Society of Jesus Mandatory Event has been played, the • Ottoman regulars and cavalry. Papal power may spend 3 CPs on the Found Jesuit University ac- • English regulars and mercenaries if Henry VIII rules England. tion. The Papal power adds a Jesuit university marker to a Catholic space (that does not yet have such a university). The cost of add- Unaligned land units are ignored in religious conflicts. ing a Jesuit university is reduced to 2 CPs if the debater Loyola Debater Bonuses is committed during this action (see 18.2 below). The front (uncommitted) side of each debater contains text de- 18.2 Religious Modifiers scribing the unique special bonus that this debater provides. If The chance of success of a Reformation or Counter Reformation uncommitted, a debater may use his bonus to increase the chance of attempt on a space is based on the board position in and adjacent success of Reformation attempts, Counter Reformation attempts, to the target space. The religious affiliation of adjacent spaces is Theological Debates, and the Council of Trent. These bonuses the most important variable, but the presence of reformers, Je- also can be used to make actions more cost effective. When a suit universities, and some land units also affects those religious debater bonus is used, that debater counter is flipped to the gray, conflicts. Each debater present in the game has a unique special committed side. Debaters also become committed when events bonus; many of these bonuses also serve as modifiers to religious requiring their presence are played and when they are involved in activities. theological debates. Debaters are flipped back to the uncommitted side during the Winter Phase. The following restrictions apply to Reformers these debater bonuses: The four Protestant reformers are placed on the map as described in Section 8.2. Each of these reformers provides a strong positive Restrictions: modifier for the Protestant in Reformation and Counter Reforma- • Debaters that were committed earlier in the turn may never tion attempts nearby (2 extra dice in the same space as the reformer, use their bonus. 1 extra die in all adjacent spaces). • Debater bonuses last for that one Event card play or action only. A bonus may not be applied repeatedly to multiple ac- Jesuit University tions in the same impulse. (Example: With Loyola’s bonus, Two Jesuit Universities are placed on the map when the Society of only one Found Jesuit University action can be discounted Jesus Mandatory Event is played. After that event has been played, to 2 CP. Building two universities in a single impulse would the Papacy may then start adding additional Jesuit universities. thus cost 5 CP: one at 2 CP and one at the full price of 3 CP). Each of these universities provides a strong positive modifier for • Each power (Protestant and Papacy) may only use one de- the Papacy in Reformation and Counter Reformation attempts bater’s bonus in a given impulse that applies during Reforma- nearby (2 extra dice in the same space as the university, 1 extra tion or Counter Reformation attempts or biblical translations. die in all adjacent spaces). Debaters whose bonuses apply during theological debates Land Units always apply their bonus if they enter a debate uncommitted Land units that have Protestant and Catholic leanings have the (i.e., it it not optional). Flipping a debater to his committed same effect as reformers/Jesuit universities on nearby Reformation side to fulfill the requirement for playing an Event card does and Counter Reformation attempts. The sections below describe not count as using a debater bonus in an impulse. (Example: which armies fall into each religious camp (note that a few units The Protestant plays the event Katherina Bora which flips are unaligned and have no effect on the religious struggle). Each Luther to the committed side. The Protestant may commit stack of land units only modifies a religious attempt once; there another debater to get bonus dice on the Reformation attempts is no cumulative effect for having additional land units (or army generated by this event.) leaders) in a space. • Debater bonuses may be used during other power’s impulses. Thus, a power might play an event on behalf of the Protestant Protestant land units are: or Papal player, or the English power may publish a treatise • Protestant regulars and mercenaries. in the English language zone. The Protestant and Papacy may • English regulars and mercenaries if either Edward VI or use debater bonuses to improve the effectiveness of such an Elizabeth I rules England. activity. The decision to allocate debater bonuses in these situations is always decided by the Protestant or Papal play- Catholic land units are: ers (even in the case of a Publish Treatise action undertaken • Papal regulars and mercenaries. by the English power). • Hapsburg regulars and mercenaries. • A debater who provides “Bonus CP” for translation in a lan- • French regulars and mercenaries. guage zone may only use their bonus if the Protestant spent • English regulars and mercenaries if Mary I rules England. one or more CP on translating in that zone this impulse. • Regulars of all four minor powers (Genoa, Hungary-Bohemia, • Debaters who provide extra Reformation or Counter Ref- Scotland and Venice). Exception: While Scotland is allied ormation attempts during a publish treatise or burn books with England, Scottish units are treated the same as English action (e.g. Carlstadt, Cajetan, Caraffa, and Calvin) must ones. be committed before any of the attempts for that action are • Independent regulars including the Knights of St. John. made. (However debaters who provide a bonus die roll for such an action may be committed in the middle of the string

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of attempts, as long as it is before any dice are rolled for the applicable) if the space is in the target language zone(s). The event first attempt in which their bonus die is being applied). Book of Common Prayer is further restricted to allowing only English home spaces (which includes Calais) as targets. 18.3 Reformation Attempts The following actions award a player one or more Reformation 2. Add Up Reformer Dice: The attempting power adds up the attempts (notes in parentheses give the target language zone(s) base number of dice to roll: and the number of attempts): • 1 die for each adjacent space under Protestant religious • Luther’s 95 Theses (German zone, 5 attempts with one extra influence die in each) • 1 die for each adjacent reformer • Publishing a treatise (zone is chosen by power taking ac- • 1 die for each adjacent stack of Protestant land units tion. 2 attempts normally). If Carlstadt’s debater bonus is • 2 dice if reformer in target space used, make 3 attempts which all must be in German zone. If • 2 dice if there is a stack of Protestant land units in the target Calvin’s debater bonus is used, make 3 attempts which all space. must be in French zone. • Finishing a New Testament translation (Zone determined by The attempting power always rolls at least 1 base die, even if language of translation; 6 attempts) none of the items above applies to the target space (such as a • Finishing a Bible translation (Zone determined by language space that is across a pass from all adjacent Protestant spaces). of translation; 6 attempts with +1 die roll modifier added to Adjacent spaces, adjacent reformers, or adjacent stacks of units each Protestant die). that are either (a) across a pass or (b) in a space that is in unrest do not provide extra dice. Note: A single unit is considered to be A number of Event cards also award Reformation attempts (target a “stack” for the purpose of this procedure. language zone as listed; number in parentheses is the number of attempts): 3. Add Bonus Dice: The attempting power then adds bonus dice to the base dice if any of the following conditions are met: • German language zone: A Mighty Fortress (6). • 1 die if the Printing Press event has been played this turn • French language zone: Affair of the Placards (3), Calvin’s Institutes (5 with +1 die roll modifier added to each Protes- • 1 die if this is an attempt from the Luther’s 95 Theses event tant die) • 1 die if an applicable debater bonus applies to this Reforma- • English language zone: Book of Common Prayer (4), Dis- tion attempt. solution of the Monasteries (3). The total is the number of dice used in Step 4. • All language zones: Marburg Colloquy (sum of 2 German debaters), Erasmus (4), Katherina Bora (5), and Printing 4. Roll Dice: The attempting power rolls this many dice. He adds Press (3 with one extra die in each Reformation Attempt for a +1 die roll modifier to each roll if this attempt was generated by the rest of the turn). Calvin’s Institutes or a Full Bible translation and if this attempt is in the target language zone(s). The attempting power remembers Many of these events are only playable if a specific debater is still the highest single modified roll achieved; unlike other combats, uncommitted. Upon play of an Event card with such a requirement, he does not count the number of hits. regardless of which power played it, the appropriate debater is automatically flipped to the committed side. 5. Automatic Success: If the highest modified roll achieved is a 6 or higher and this is a space within the target language zone, this Each Reformation attempt gives the Protestant player (or English Reformation attempt has succeeded without a Papal challenge. player if this is one of the two attempts from an English Publish Flip the target space to Protestant religious influence and skip the Treatise action) a chance to flip a single space to Protestant reli- rest of the steps in this procedure. gious influence. Resolve each Reformation attempt according to Otherwise, the Papacy may attempt to stop this attempt. the following procedure. Each space on the map can only be the target for a Reformation attempt once per impulse. If the Protestant 6. Add Up Papal Dice: The Papal power adds up how many (or English) power fails to convert a space, they must wait until dice to roll: a future impulse before trying again. • 1 die for each adjacent Catholic space Reformation Attempt Procedure • 1 die for each adjacent Jesuit university 1. Pick Target Space: For each attempt, the attempting power • 1 die for each adjacent stack of Catholic land units picks a target space. This space must be Catholic and either: • 2 dice if Jesuit university in space • Contain a reformer, • 2 dice if stack of Catholic land units in space • Be adjacent to a space under Protestant religious influence The Papacy always rolls at least 1 die, even if none of the items (even if across a pass), or above applies to the target space. Adjacent spaces, adjacent uni- • Be a port connected to a sea zone that contains other ports versities, or adjacent stacks of units that are either (a) across a under Protestant religious influence. pass or (b) in a space that is in unrest do not provide extra dice. The chosen space may be in any language zone, but the attempt- 7. Roll Papal Dice: The Papal power rolls this many dice and ing power will only win ties and receive +1 die roll modifiers (if remembers the highest single roll achieved.

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8. Determine Result: If the highest single modified Protestant die roll exceeds the highest single Papal die roll, the space is flipped to the Protestant side. If this is an electorate being converted to the Protestant religion for the first time, place a Protestant regular in as specified in Section 21.6. If the highest Protestant roll is lower, the attempt fails. Add an unrest marker to the target space if this was an attempt in the German language zone and the Carlstadt debater bonus was used. The Protestant (or English) power wins ties within the target language zone(s); the Papacy wins ties everywhere else. NOTE: When switching spaces to Protestant religious influence, note that there are no control makers for minor powers. Minor power home spaces that become Protestant are marked by plac- ing independent (gray) control markers on their white fill side. 18.4 Counter Reformation Attempts Reformation Attempt Example The following actions award the Papal player one or more Counter It is the Luther’s 95 Theses Phase at the beginning of Turn 1. Reformation attempts (number in parentheses is the number of The Protestant player has already taken his first Reformation attempts): attempt and successfully flipped Brandenburg to Protestant • Burning books (2 normally; 3 in a single language zone if influence. As specified in Section 21.6, this conversion of an Cajetan’s debater bonus is used; 3 in any language zone if electorate allows the Protestant player to take the 1 regular Caraffa’s debater bonus is used). listed for Brandenburg on the Electorate display and place it • These events cards: Defender of the Faith (3), Mary Defies on the map in this space. The situation is shown below: Council (3), and Erasmus (4). The Protestant player is unsure which space to target with the Each Counter Reformation attempt gives the Papal player a chance next Reformation attempt. He therefore decides to compute to flip a single space back to Catholic religious influence. Resolve the odds against all spaces eligible for a Reformation attempt each attempt according to the following procedure. Each space on (remember that the Luther’s 95 Theses card grants one extra the map can only be the target for a Counter Reformation attempt die on each attempt): once per impulse. If the Papal player fails to convert a space, he Lubeck: 3 Protestant dice (1 die for adjacent space under must wait until a future impulse before trying again. Protestant religious influence, 1 die for adjacent stack of Protestant land units, 1 die for 95 Theses) vs. 3 Papal dice Counter Reformation Procedure (all for adjacent Catholic spaces). In German language zone, 1. Pick Target Space: For each Counter Reformation attempt, so Protestant will win a tie. the Papal power picks a target space. This space must currently be Protestant and must either: Stettin: 3 Protestant dice (1 adjacent space, 1 adjacent stack, • Contain a Jesuit university, 95 Theses) vs. 1 Papal die (1 adjacent space). In German language zone, so Protestant will win a tie. • Be adjacent to a space under Catholic influence (even if across a pass), or Breslau: 6 Protestant dice (2 adjacent spaces, 2 adjacent • Be a port connected to a sea zone that contains other ports stacks, 1 adjacent Reformer, 95 Theses) vs. 1 Papal die (1 adja- under Catholic religious influence. cent space). Outside German language zone, Papacy wins a tie. Prague: 4 Protestant dice (1 adjacent space, 1 adjacent stack, The chosen space may be in any language zone, but the Papacy 1 adjacent Reformer, 95 Theses) vs. 5 Papal dice (3 adjacent will only win ties if Paul III or Julius III is the Papal ruler and the spaces, 1 stack of Catholic land units in space). Outside Ger- space is in the target language zone(s). man language zone, Papacy wins a tie. 2. Add Up Catholic Dice: The Catholic player adds up the number Leipzig: 4 Protestant dice (1 adjacent space, 1 adjacent stack, of dice to roll: 1 adjacent Reformer, 95 Theses) vs. 4 Papal dice (3 adjacent • 1 die for each adjacent Catholic space spaces, 1 adjacent Catholic stack). Protestant wins a tie. • 1 die for each adjacent Jesuit university Magdeburg: 6 Protestant dice (2 adjacent spaces, 2 adjacent • 1 die for each adjacent stack of Catholic land units stacks, 1 adjacent Reformer, 95 Theses) vs. 3 Papal dice (3 • 2 dice if Jesuit university in target space adjacent spaces). Protestant wins a tie. • 2 dice if stack of Catholic units in target space Based on the odds, Breslau and Magdeburg look like the best targets. The Protestant chooses Magdeburg since he win a tie The Papacy always rolls at least 1 die, even if none of the items there and doesn’t have to fear that he will lose automatically as above applies to the target space. Adjacent spaces, adjacent uni- soon as the Papacy rolls a 6. versities, or adjacent stacks of units that are either (a) across a pass or (b) in a space that is in unrest do not provide extra dice.

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NOTE: A single unit is considered to be a “stack” for the purpose Theological Debate Procedure of this procedure. 1. Specify Language Zone: The attacker specifies the language zone for the debate: German, French or English. 3. Determine Bonus Dice: The Papal player then adds 1 or 2 bonus dice to the base dice if an applicable debater bonus applies 2. Choosing the Attacker: The power initiating the debate ran- to this Counter Reformation attempt. domly picks an uncommitted debater to serve as the attacker in this debate. The Protestant must select from the pool of uncommitted 4. Roll Papal Dice: The Papal power rolls this many dice. He debaters for that language zone. The Papacy always selects from its subtracts 1 from each die roll if the event Augsburg Confession full pool of uncommitted debaters, regardless of the language zone was played this turn. The Papal player remembers the highest where the debate is being held. This debater is placed on the “Cur- single roll achieved; unlike other combats, he does not count the rent Debater” box for this power on the Religious Struggle Card. number of hits. 3. Choosing the Defender: The power initiating the debate has 5. Automatic Success: If the highest modified roll achieved is a two options when choosing who to target with a theological at- 6, this is a space within the target language zone, and Paul III or tack. They may either: Julius III is the current ruler of the Papacy, this Counter Reforma- tion attempt has succeeded without a Protestant challenge. Flip • choose a random enemy debater from the pool of committed the target space to Catholic religious influence and skip the rest of enemy debaters (of the proper language zone if the target is the steps in this procedure. Otherwise, the Protestant may attempt the Protestant), OR to stop this attempt. • choose a random enemy debater from the pool of uncommit- ted enemy debaters (again of the proper language zone if the 6. Adds Up Protestant Dice: The Protestant power adds up how target is the Protestant). many dice to roll: The defender chosen is placed on the “Current Debater” box for • 1 die for each adjacent space under Protestant religious this power. influence • 1 die for each adjacent reformer Exception to Steps 2 and 3: If this debate was called with the • 1 die for each adjacent stack of Protestant land units Leipzig Debate Home card, the Papal player can either select his • 2 dice if reformer in space own attacker or specify that one Protestant debater is not available to defend during any round of this debate. Likewise, the Protestant • 2 dice if stack of Protestant land units in space player may play Here I Stand at this time to substitute Luther for The Protestant always rolls at least 1 die, even if none of the another debater (attacking or defending), as long as this debate items above applies to the target space. Adjacent spaces, adjacent is occurring in Germany. Here I Stand may be used to substitute reformers, or adjacent stacks of units that are either (a) across a Luther even if the Papacy already specified that Luther was not pass or (b) in a space that is in unrest do not provide extra dice. available with Leipzig Debate and even if Luther is committed. 7. Roll Protestant Dice: The Protestant power rolls this many 4. Debate Initiator Rolls Dice: The power initiating the debate dice and remembers the highest single roll achieved. rolls a number of dice equal to the value of the debater plus 3. Each roll of a “5” or a “6” is considered to be a hit. 8. Determine Result: If the highest single Papal modified die roll Exceptions: exceeds the highest single Protestant die roll, the space is flipped • The number of dice rolled by a Papal debater initiating a to the Catholic side. If the highest Papal roll is lower, the attempt debate is reduced by 1 if the event Augsburg Confession was fails. The Papacy wins all ties if this is a space within the target played this turn. language zone and Paul III or Julius III is the Papal ruler; otherwise the Protestant wins all ties. • The debate value of a Papal debater in the English language zone is doubled in this step if Mary I rules England. 9. Award CP: Award 1 CP toward St. Peter’s construction if • If the debater Eck or Gardiner was chosen in Step 2, their Tetzel’s debater bonus was used in this attempt. debater bonuses allows one additional attack die in a debate. 18.5 Theological Debates • A Papal debater rolls two additional attack dice if they have Calling a Theological Debate is less predictable than using Ref- chosen to initiate a debate from the event Papal Inquisition. ormation (or Counter Reformation) attempts, but it does offer the 5. Debate Defender Rolls Dice: The number of dice rolled by following potential benefits: the defending power varies based on whether or not the defender • Victory Points (VP) can be earned for burning or disgracing was already committed prior to the debate: enemy debaters, and • If committed: Debate value of debater plus 1 die • Spaces may be converted to your denomination even if you • If uncommitted: Debate value of debater plus 2 dice. don’t have many positive religious modifiers nearby. Each roll of a “5” or a “6” is considered to be a hit. 6. Flip Debaters: Flip these two debaters to their committed side. Also flip a debater that Luther replaced to his committed side.

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7. Compare Dice Rolls: Compare the number of hits for each side. The possible outcomes are: THEOLOGICAL DEBATE EXAMPLE: It is the Papal impulse • Equal hits on both sides; this is the first round of the de- on Turn 1. The only committed debater is Carlstadt, whose bate: The debate enters a second round using new debaters. debater bonus was used in an earlier Protestant impulse to Both players select a second debater at random from among give the Protestant three Reformation attempts for publishing those debaters still uncommitted in this language zone. If a treatise. The Papal player plays the Leipzig Debate Home no uncommitted debaters remain, the debater is chosen at card, using that event’s special ability to choose his debater random from the pool of committed debaters in this zone. (Eck). Eck will roll 7 dice (3 for his debate value, plus 3 as The Protestant player may instead commit Bullinger to use attacker, plus 1 more for his debater bonus). Since Carlstadt his debater bonus at this point; if so, Bullinger is inserted as was committed, he will defend with only 2 dice (1 for his debate the second round debater (before the random determination value, plus 1 as a committed defender). The odds look grim, is made). The Protestant player also may play Here I Stand so the Protestant player uses Here I Stand to substitute Luther at this time to substitute Luther for another debater as long as for Carlstadt (drawing a new card from the deck as specified this debate is occurring in Germany. After both second round on that Home card). Luther (previously uncommitted), defends debaters are selected, return to Step 4. with 6 dice (4 for his debate value, plus 2 as an uncommitted defender). Both sides roll and each scores 2 hits. • Equal hits on both sides; this is the second round of the debate: The debate is inconclusive. The action is over. The debate is inconclusive; another round of debate is neces- • One side has more hits: The difference in the hit total is sary. Both Eck and Luther are now committed. The attacker is the number of spaces that the winning side may flip to their now randomly determined from uncommitted Papal debaters; religious influence. All spaces flipped must be in the language Aleander is chosen. The defender is also selected at random zone in which the debate was held if possible. Once all spaces from the uncommitted Protestant debaters; Melanchthon is cho- in the chosen language zone are flipped to the winning de- sen. The Papacy rolls 5 dice (2 for Aleander’s debate value, plus nomination, additional hits are then used to flip spaces in any 3 as attacker); the Protestant rolls 5 dice (3 for Melanchthon’s other language zone. Spaces flipped to Protestant influence debate value, plus 2 as an uncommitted defender). The Papacy must be eligible for a Reformation attempt as specified in Step rolls 1 hit; the Protestant rolls 2. The difference in hits is only 1 of the Reformation Procedure. Spaces flipped to Catholic 1; Aleander is not disgraced. However, because of Aleander’s influence must be eligible for a Counter Reformation attempt debate bonus, the Protestant player flips 2 spaces to Protestant as specified in Step 1 of the Counter Reformation Procedure. influence (instead of just 1). Aleander and Melanchthon are The result of the debate may be modified if Aleander or now committed. Campeggio was the final Papal debater, as specified by their debater bonus text, assuming they were not committed prior to this round of the debate. 8. Burn Protestant Debater: If the Papal player won the debate 19. Winter and the difference in the hit total was greater than the debate The seventh phase of each turn is the Winter Phase, which value of the Protestant debater, that debater is burnt at the stake! starts immediately after the last impulse of the Action Rounds. Place him in the Bonus VP box of the Papacy’s power card. The During this phase, all players complete the following actions Papacy earns VP equal to his debate value. In the unlikely event in this order: that the burnt Protestant debater was Luther, Zwingli, Calvin or • Remove loaned naval squadron markers Cranmer, remove the matching reformer from the map at this time. • Remove the Renegade Leader if in play Note that a burnt debater never affects the status of the Protestant ruler. Thus if Luther or Calvin is burnt while the current ruler of • Return naval units to the nearest port the Protestant power, retain their ruler attributes anyway. It is as- • Return leaders and units to fortified spaces (suffering attrition sumed that an equivalent replacement is found within the ranks if there is no clear path to such a space) of the Protestant movement. • Remove major power alliance markers 9. Disgrace Papal Debater: If the Protestant player won the de- • Add 1 regular to each friendly-controlled capital bate and the difference in the hit total was greater than the debate • Remove all piracy markers value of the Papal debater, that debater is disgraced! Place him in • Flip all debaters to their uncommitted (white) side, and the Bonus VP box of the Protestant’s power card. The Protestant • Resolve specific Mandatory Events if they have not occurred earns VP equal to his debate value. by their “due date”. All actions in the Winter Phase are undertaken by all players simultaneously. 19.1 Loaned Squadron Markers Remove all Loaned markers from naval squadrons. These fleets will return to a port controlled by their owning power in a fol- lowing step, not to a port controlled by the power to which they have been on loan.

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19.2 Renegade Leader capital (minor power units could also optionally return to a minor Remove the Renegade Leader if brought into play this turn with power home key). Other land units in these spaces also have the the event Charles Bourbon. Land and naval units stacked with option of returning to their home capital (or minor key for minor this extra army leader are not affected. power units) if desired, even if not overstacked. The stack takes attrition (see above) if its path must cross or end on a space in 19.3 Returning Home unrest or not under friendly control. In the first part of the Winter Phase, naval units are returned to ports. Immediately after naval units have been moved to ports, all 2. Return Units: Now review all land units in unfortified spaces land units are moved to fortified spaces. and in fortified spaces not controlled by their major power. These units must either: Naval Units Returning Home • Return to their home capital (or minor key for minor power Naval units must be placed in the nearest port controlled by their units), or major power. If more than one port is the same distance away, the owning player selects any of these equidistant ports (splitting a • Return to the nearest fortified space controlled by their power stack between several ports if desired). Naval units returning home (but not if that would put more than 4 land units in that space). at this time can not be intercepted, do not fight naval combat if The nearest space is always computed using a direct path to moving through enemy units, never suffer any attrition, and may the destination without regard to which power controls any return to a port that was under siege at the start of the phase. Naval of the intervening spaces. leaders in a sea zone must return to a port with one of the units The player may split a stack at this time, choosing to move some that started this phase in the same sea zone. units to the nearest fortified space and returning the rest to the home capital (or minor power key). If more than 1 fortified space Land Units Returning Home is “nearest” (i.e. they are equidistant from the stack’s current loca- Land units in either unfortified spaces or fortified spaces not con- tion), the player may move units to each of these spaces, as long trolled by their major power must return to a fortified space that as the limit of 4 land units is observed. Any stack moving during is controlled by their power (with a limit of 4 per space except this phase takes attrition (see above) if its path must cross or end capitals). Land units already in fortified spaces controlled by their on a space in unrest or not under friendly control. power have the option of returning to their home capital. Land units already in their home capital are the only ones that are prohibited 3. Return Army Leaders: If a space containing an army leader from moving during this phase (all other land units at least have is vacated during this procedure, that army leader must either ac- the option to be moved at this time). company one of the land units leaving the space throughout the entire winter move or return to the power’s capital. Land units move according to the procedure listed below. All land units moving between the same two spaces are moved as a stack. There are three exceptions to the rules in this procedure: Check for an open path of any length of adjacent land spaces or 1. PROTESTANT UNITS: Since the Protestant player has no sea zones from the stack’s current location to its destination. To capital, Protestant land units are always moved to the nearest avoid losing units to attrition, all spaces on the path (except the fortified space under Protestant control that can accommodate space where the path begins) must be: the units while remaining within the limit of 4 or fewer units • Friendly-controlled per fortified space. Land units that start the phase in a stack • Free of unrest. may of necessity be split up and moved to separate spaces (Once the nearest fortified space fills to 4, compute the new Note that unlike the determination of LOC (Section 12.1), enemy nearest space.) units are ignored at this time. In addition, paths may be traced 2. ENEMY-CONTROLLED CAPITAL: If a power’s capital over any number of sea zones without a friendly naval unit being is currently controlled by an enemy power, none of its land present in the sea zone. Because alliances are in effect until the units may be returned to the capital. All units that would end of the next step of the Winter Phase, land units may trace a normally have been required to return to the capital are path through spaces controlled by allied powers. eliminated instead. If no such path exists, the stack takes attrition, losing half of its 3. HAPSBURG UNITS: Since the Hapsburg player has two units (round up). The owning power chooses which units are lost home capitals, his units may return to either capital in Steps 2 to attrition. and 3 of the Land Unit Return Home Procedure. The Hapsburg player may not move units into or through an electorate if the Land Unit Return Home Procedure Schmalkaldic League Mandatory Event has not been played. Each power performs the following steps to check the status of all of its land units. This procedure may be performed simultane- 19.4 Major Power Alliance Markers ously for all powers. Remove all Allied markers between Major Powers from the Dip- 1. Check Stacking Violations: Review all land units that are lomatic Status Display. All alliances declared for this turn during stacked in fortified spaces controlled by their power (other than the Diplomacy Phase are over; all alliances with minor powers their home capital). For each such fortified space that contains created through play of Event cards remain in effect. more than 4 units, the power must return the excess units to their

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19.5 Replacements Each power now adds 1 regular to its capital if it is under friendly control and not in unrest. The Hapsburgs check both capitals and can receive a regular at each capital at this time if that space is both controlled and not in unrest. The Protestant never receives units at this time. 19.6 Piracy Markers Remove all piracy markers from the map at this time. 19.7 Debaters Flip all debaters to their white, uncommitted side. 19.8 Mandatory Events The following events must occur by a specified “due date”. If it is the Winter Phase of the indicated turn and that event has not yet been triggered, resolve the event at this time. The card is extracted from the deck and removed from play as if it had been played by one of the powers. The 2 CP normally granted to the power playing such a card during the Action Phase are ignored. Event Required by Winter Phase of: Clement VII Turn 2 Winter Returning Home Example Barbary Pirates Turn 3 It has been a very active campaign in Italy this turn, with Schmalkaldic League Turn 4 the Papacy, France, and Hapsburgs all at war with each Paul III Turn 4 other and fighting over control of Milan. The situation at the Society of Jesus Turn 6 end of the turn is shown. Genoa is a French ally; Venice is a Hapsburg ally. Hapsburgs: Charles and the 4 Hapsburg regulars in Turin 20. The New World occupy an unfortified space and must move to the nearest There are three actions which allow the English, French and Haps- fortified space (or to a capital). They have a path available burg powers to explore the recently discovered lands of America. over the Alps to Besancon. Unfortunately there is no path of These powers may build a colony as an investment to receive future Hapsburg controlled spaces all the way to one of their capitals. economic benefits (i.e. extra cards). They may launch a voyage They choose to return Besancon at full strength, rather than of exploration in hope of making a discovery that awards them return to a capital; a return to a capital would force them to victory points. Finally, they can send an expedition to conquer a undergo attrition and lose 2 regulars. native civilization, which yields both of the benefits listed above. New World voyages are initiated by CP spent during the Action France: Montmorency and the 5 French regulars in Milan Phase and resolved at the end of each turn. Economic benefits occupy a (very important) fortified space. Montmorency and are gained at the start of each turn during the Card Draw Phase. 4 regulars may spend the winter in Milan. The fifth regular must return to the capital. The French have a path of controlled 20.1 Colonies spaces all the way back to Paris (tracing over the Gulf of Lyon These three powers may spend CP on the Colonize from Genoa to Marseille); this fifth unit is needed back in action. The cost of the action is 2 CPs for the Haps- Paris and returns over the path shown above. The 2 Genoese burgs, or 3 CPs for either England or France. Add one regulars in Genoa remain there, though either or both of them of this power’s colony markers to the Crossing Atlantic box of the could have returned to Paris if desired. New World display. (Colonies markers can be identified by the Papacy: The 5 Papal regulars in Trent occupy an unfortified colored border that matches the color of the power.) The presence space and must move to Rome or the nearest fortified space. In of the colony in this box is to remind the players that this action either case, they will move through an enemy space and lose may only be taken once per turn by each power; play of the event three units to attrition. Ravenna and Florence are both 2 spaces Potosi Silver Mines as an event does not count against this limit. away; the Papacy may choose to return the 2 surviving units The English and French are limited to two colonies at a time; the to any combination of those 3 spaces. The Papacy chooses to Hapsburgs may have three. Colonies are moved from the Cross- return 2 of those regulars to Rome and to leave its regular in ing Atlantic box to one of that power’s colored boxes to the left Ravenna (instead of having it also return to Rome). of the New World Riches Table during the New World Phase at the end of the turn. Colonies remain in place there until the Card Draw phase of each turn when their status is checked with a roll of the New World Riches Table.

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20.2 Voyages of Exploration The English, French and Hapsburgs may spend 2 CPs Exploration Example on the Explore action. Place the “Exploration Under- It is the New World Phase of Turn 1. The Hapsburgs have the way” marker for this power in the Crossing Atlantic explorer that started the scenario in the Crossing Atlantic box Box to show that there is a voyage of exploration to and Sebastian Cabot heading off on voyages of exploration. The be resolved at the end of the turn. This action may only be taken English and French have sent explorers too. The explorers are once per turn by each power: play of the Event card Sebastian chosen at random and revealed. The following order is established Cabot as an event does NOT count against this limit, play of the to resolve these voyages: event Mercator’s Map or explorers that start a scenario in the 3 - Orellana (Hapsburgs) Crossing Atlantic box do count against this limit. A power may 2 - Verranzano (France) not undertake this action if it has no remaining explorers. 1 - Rut (England) Resolution 1 - Cabot (Hapsburgs) The eighth phase of each turn is the New World Phase. Voyages Orellana rolls two dice (dice sum is a 6) and adds 3, getting of exploration are always resolved before voyages of conquest. a 9 result; he has discovered the Mississippi River. The Mis- To resolve these voyages, replace each “Exploration Underway” sissippi River VP marker is placed in the Hapsburg Bonus VP marker with a random selection from the pool of explorers cur- box and Orellana is placed on the Mississippi River discovery. rently available for this power. Resolve their voyages in order from Verranzano rolls two dice (dice sum is an 8) and adds 2, getting best explorer (the one with the highest numeric value) to worst a 10 result. He can try to circumnavigate the world. The French explorer. In the case of a tie, resolve any English voyages, then players elects to attempt this, but rolls a 5 + 2 = 7. Verranzano French, then Hapsburg. For each voyage, roll two dice and add is roasted by cannibals! The Pacific Strait VP marker is placed the explorer’s numeric value (adding 2 more if the card Merca- in the French Bonus VP box and Verranzano is placed on the tor’s Map was played to initiate this voyage). The modified die Pacific Strait discovery. Rut rolls just a 3, yielding a result of roll is then located in the Exploration Table to give the result for 4. He is lost at sea and removed from the game. Finally the the voyage: Hapsburg player rolls a 9 + 1 = 10 for Cabot. Another explorer 4 or less: The explorer is lost at sea; remove him from the game. can try to circumnavigate! He rolls an 8 + 1 = 9, missing the 5 or 6: No discovery is made; the explorer is returned to the pool circumnavigation by just 1. He is removed from the game and for that country. the Sebastian Cabot card is removed from the deck. No VP are earned for Cabot’s efforts since the Pacific Strait VP had 7, 8, or 9: A discovery has been made. If the discovery correspond- already been claimed. ing to the number rolled has already been claimed earlier in the game, this voyage claims the next available discovery below the number rolled. The discovery marker is removed from the game and placed in the Bonus VP box for this power to mark the VP 3. The explorer has the option to claim any unclaimed discovery earned. The explorer used to initiate this voyage is placed over the normally worth 1 VP (St. Lawrence River, Great Lakes, or appropriate discovery on the map of the New World. The explorer Mississippi River), just as if he rolled a 7, 8, or 9. counter remains there for the rest of the game as a record of his accomplishments in the New World. 20.3 Voyages of Conquest 10 or higher: The explorer has penetrated deep into South Amer- The English, French and Hapsburgs may spend 4 ica, and has a choice how to proceed. The options are: CPs on the Conquer action. If the power is England 1. The explorer has the option to sail through the Pacific Strait or France, place an “English Conquest” or “French and try to circumnavigate. If the Pacific Strait discovery has Conquest” marker in the Crossing Atlantic box to not been claimed, place it in the Bonus VP box for this power. mark that there is a voyage of conquest to be resolved at the end Then roll two dice adding the same modifiers as before. Locate of the turn. If the power is the Hapsburgs, place the Hapsburg the modified roll in the Circumnavigation Table to give the “Conquest Underway” marker in the Cross Atlantic Box. This result for the circumnavigation attempt. All results of 9 or less action may only be taken once per turn by each power: play of the are failure; the explorer is removed from the game. Leave his Event card Smallpox as an event does count against this limit; the counter on the Pacific Strait discovery if he claimed those VP. Hapsburg conquistador that starts the game in the Crossing Atlantic A result of 10 or more is success (if the result is 12 or more, a box also counts against this limit. A power may not undertake this card draw is rewarded as well). Place the Circumnavigation action if it has no remaining conquistadors/conquest markers. VP marker in the Bonus VP box for this power; place the ex- Resolution plorer counter on the Circumnavigation discovery box on the To resolve these voyages of conquest, first replace a Hapsburg map of the New World. No other explorer may circumnavigate “Conquest Underway” marker with a random selection from the the world during this game once one succeeds. pool of conquistadors currently available. Resolve any Hapsburg 2. The explorer has the option to claim the Amazon River dis- voyage first, then English, then French. For each voyage, roll two covery (2 VP), placing the VP marker in the power’s Bonus dice and add the conquistador’s numeric value. Add 2 if the card VP box and leaving the explorer counter on the Amazon Smallpox was played to initiate this voyage. If the result is a 6 or River box. less, the expedition is killed by natives; remove the conquistador or

© 2010 GMT Games, LLC 36 Here I Stand, 2nd Printing

English/French Conquest marker used from the game. If the result If the result is a 3, 4 or 6 (or 2 if Galleons are not in play), a Raider is a 7 or 8, no conquest is completed; the conquistador/conquest remains in play and can try to steal a future card drawn by the marker is returned to the pool for that country. If the result if a 9 Hapsburgs (even later in the same Card Draw Phase). Eliminated or better, a conquest has been made, as shown on the New World Raiders may be rebuilt later if that power again draws the Huguenot display. If the conquest corresponding to the number rolled has Raider Event card. already been claimed earlier in the game, this voyage claims the next available conquest below the number rolled. The VP marker associated with the conquest is placed in one of that power’s col- 21. Major Powers ored conquest boxes to the left of the New World Riches Table. The This section identifies the rules that apply specifically to one VP listed on the VP marker are immediately added to the power’s of the major powers. All unique characteristics of a power are current total for the power (even though the VP marker does not mentioned here, even if they just refer to a more detailed rule move to the Bonus VP box until the riches from that conquest are section elsewhere. depleted). The conquistador/conquest marker used to initiate this voyage is placed over the box on the map of the New World that 21.1 Ottoman held the VP marker. The conquistador/conquest marker remains The Ottoman is the only power that may build cavalry (a cheap there for the rest of the game as a record of his accomplishments land unit that helps in interceptions and avoid battle attempts). The in the New World. rules for cavalry are contained in Sections 5, 13 and 17. They also are the only power that builds corsairs and initiates piracy. The 20.4 New World Riches rules for establishing pirate havens at Algiers, , and During the Card Draw Phase, powers with colonies or conquests are given below; the rules for conducting piracy are located in on the New World display may receive extra cards. The power Section 16.4. Finally, the Ottoman, like the English, may have to owning a colony or conquest rolls two dice for each and consults divert troops off the map to handle foreign wars. Foreign wars are the appropriate column of the New World Riches Table. Add +1 presented in Section 21.7. if rolling for a colony (even the Potosi colony) if your power has a Plantations marker next to your colonies. The results on that Barbary Pirates and Pirate Havens table are explained below: Three spaces along the North African coast (Algiers, Oran and Tripoli) are marked with green on the bottom half of their space to Deplete 1: Receive a card but this conquest is depleted. Move its show that they start the game with one status, but can be converted marker to the Bonus VP box on this power’s card. into pirate havens through events. The Ottoman power may begin Card: Receive a card and keep this conquest or colony in the New building corsairs and initiating piracy once the Barbary Pirates World display for another turn. Mandatory Event has been played. Prior to this event, the Algiers space is out of play and can not be entered by a unit of any power. Galleon: Receive a card only if your power has a Galleon marker That space does not count as an Ottoman key at the beginning next to your colonies. Keep this conquest or colony in the New of the game either. When the Barbary Pirates event is played, World display for another turn. add a square control marker from the Ottoman power card to the Algiers space and add 2 corsairs, 2 regulars, and Barbarossa to NE: No effect. Keep this conquest or colony in the New World that space (as specified on that card). This space is now the focal display for another turn. point for Ottoman piracy in the Mediterranean. After the Barbary Elim: Conquest or colony eliminated. Conquest markers are Pirates event has been played, the Hapsburg home spaces of Oran moved to the Bonus VP box on this power’s card. Colonies are and Tripoli may become additional pirate bases with the Pirate removed from the New World display (though they may reenter Haven Event card. When Pirate Haven is played, the Ottoman the game with another Colonize action). player adds 1 regular and 2 corsairs to the appropriate space. It also converts Oran or Tripoli into a fortified space; mark this new If the Hapsburgs received a card from either a colony status by putting a Pirate Haven marker there. Once converted into or a conquest, and one or more major powers have a Ottoman pirate havens, these three spaces are considered to be Raider counter in play, the extra card may be stolen Ottoman home spaces (with a fortress present) for all purposes. by the Raider’s power. The owning power of each The only exception is that the Ottoman may only construct one Raider rolls a die (starting with French raiders, then English, then type of unit (corsairs) in these spaces. Prior to conversion into Protestant). The possible results are as follows: pirate havens, Oran and Tripoli are considered to be Hapsburg 1: Raider eliminated (card still goes to Hapsburgs). home spaces in all respects. 2: Raider eliminated if the Hapsburgs have Galleons in play. 21.2 Hapsburg Otherwise no effect (and card still goes to Hapsburgs). Charles V received a lengthy series of dynastic inheritances that 3 or 4: No effect (card still goes to Hapsburgs). left him as the most powerful man in Europe at the start of his reign (1519). However, during this period, Charles’ greatest challenge is 5: Card is stolen; award it to the Raiders’ power. Raider is the geography of this empire; he faces threats from all sides and eliminated (having retired with their loot!). has to meet them using a set of geographically dispersed assets. 6: Card is stolen; award it to the Raiders’ power. Raider re- To deal with these issues, the Hapsburg power has two unique mains in play. properties, detailed in the sections below.

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Holy Roman Emperor printed on the game map. Add +1 to the roll if the new wife is At the start of his reign, Charles is named Holy Roman Emperor, Jane Seymour. After each result is achieved, place the marker for adding most of the German-speaking lands in Europe to his the new wife on the chart over the number rolled. If a result is demesne. His role as protector of Germany is reflected by the ever rolled again, move up from that modified die roll one line at Hapsburg control markers that start the game over most Protes- a time until you come to a result that has not yet occurred. This tant home spaces. Charles toured his vast empire throughout his new result is then applied. Each result is explained in detail on reign, traveling almost every year, and never spending more than the chart. The “3” result (“Henry’s flirtatious young wife ...”) a few years in a row in any area. This ability to quickly jump to allows the Marital Status marker to be advanced an additional another part of his realm is reflected by the Hapsburg Home card, space when England first decides to pass (rather than play a card) Holy Roman Emperor. This card allows Charles to immediately during one of their impulses later this turn. Note that neither this jump to any other Hapsburg home space before spending the 5 bonus movement of the Marital Status marker nor playing of the CPs that the card provides. Note that the Response card Gout can Six Wives of Henry VIII event to advance the marker may ever be used to stop this special move (and in fact, Charles did suffer be undertaken if Henry no longer rules England, if Henry is in a greatly from gout for the last two decades of his life). Only the space under siege, or if Henry is currently captured. The Marital Duke of Alva may accompany Charles on this special move; land Status marker may also never be advanced if both Edward and and naval units that start in the same space as Charles may not Elizabeth have already been born. use this special ability. Marriage Benefits Dual Capital Cities Each of Henry’s wives had personal characteristics, religious be- The Hapsburg power is the only one in the game with 2 capitals liefs and dynastic ties that provided benefits to the English ruler. (Valladolid and Vienna). This benefits them by allowing them to: Each marriage therefore may provide a benefit to the English • Return home to either capital in the Winter Phase, and player, as specified below: • Add 1 regular in each capital in the Winter Phase. Wife Benefit Despite the dual capitals, the Hapsburg is still allowed to make Anne Boleyn Reformation starts in England on the turn after only 1 move during the Spring Deployment Phase. the marriage to Anne (3 Event cards added to deck; Cranmer, Coverdale and Latimer enter 21.3 England play). The special abilities granted to the English player all revolve around use of their Home card, Six Wives of Henry VIII. Henry’s Jane Seymour +1 to her roll on the Pregnancy Chart. marital status and heirs are tracked throughout the game, as Anne of Cleves If English and Protestant powers are allied detailed in the section below. This Home card also gives the when marriage occurs, each of these powers English the ability to declare war against Scotland, France, or the draws a card from the deck after the Pregnancy Hapsburgs during the Action Phase. The only other card allow- Chart roll. ing DOW during the Action Phase is Machiavelli: “The Prince”, Kathryn Howard England draws a card from the deck after the which enters the game on Turn 3 (and can be played as an event Pregnancy Chart roll (representing Henry’s in- by any power). fatuation with the young, vivacious Kathryn). Henry’s Wives & Heirs Katherine Parr No additional bonus (though a marriage to At the start of the game, Henry VIII is married to Catherine of Katherine Parr ensures that both Edward and Aragon, who has produced only a female heir, the future Mary I. Elizabeth are born). By Turn 2 of the game (1526), Henry is convinced that Catherine will not produce a male heir, and his interest is captivated by the Catherine of Aragon young Anne Boleyn. Thus starts Henry’s famous progression In 1533, Archbishop Thomas Cranmer declared through five new wives in an attempt to produce a male heir to Henry VIII’s marriage to Catherine of Aragon to be continue the Tudor dynasty. void, paving the way for Henry’s marriage to Anne Boleyn. Since Catherine was Charles V’s aunt, this Marital Status Changes act had diplomatic repercussions felt across Europe. The marker “Henry’s Marital Status” starts the game Thus, whenever Henry marries Anne Boleyn (either if the Papacy on the Catherine of Aragon space on the English has granted a divorce or if the English player played the Six Wives power card. Starting on Turn 2 (and each turn there- of Henry VIII event to advance to Anne Boleyn), give the Catherine after), the English power may play the Six Wives of of Aragon marker to the Hapsburg player. The Hapsburg uses this Henry VIII card to advance the marker one space to marker to gain a 2 CP discount on their next DOW against England. the right along this track. [The marker may also be moved a space if the Papacy agrees to grant a divorce between Henry and Cath- The English Succession erine (Section 9.1) or if the “3” result is obtained on the Henry’s The following table summarizes the possible English successions Wives’ Pregnancy Chart.] When the marker reaches a space with to Henry’s rule, based on the results achieved on the Pregnancy the name of one of Henry’s subsequent wives, Henry has married Chart. again. Roll a die and consult the Henry’s Wives’ Pregnancy Chart All results are 3 or less: Mary I is added to the deck on Turn 6 and rules for the rest of the game once she enters play.

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Highest result is a 4 (Elizabeth): Mary I is added to the deck the following additional restriction: Response and Combat cards on Turn 6. Elizabeth I is added to the deck at the start of the first may only be played for their CP value in the Action Phase. turn after Mary takes the throne. She rules for the rest of the game once she enters play. 21.4 France The French power has one special attribute: the ability to earn VP Highest result is a 5 (sickly Edward): Edward VI is added to directly through the play of its Home card. Francis I moved the the deck on Turn 6. Mary I is added to the deck at the start of the French nobility away from building castles for defensive purposes first turn after Edward takes the throne. If Mary takes the throne, toward the concept of a “chateau” as a grand estate and showplace check to see if Elizabeth was born. If so, add Elizabeth to the deck for the arts. Each time the French player plays Patron of the Arts at the start of the first turn after Mary takes the throne. If not, Mary as an event, the French power rolls a die. On a roll of 3-6, 1 VP is rules for the rest of the game. gained and the chateaux marker is moved one space to the right Highest result is a 6 (healthy Edward): Edward VI is added on the French power card. No roll is necessary if the French con- to the deck on Turn 6 and rules for the rest of the game once he trol Milan (and thus have a direct tie to the artistic centers of the enters play. Renaissance in Northern Italy); the VP is earned automatically in If a result of 5 or 6 occurs on Turn 6 or later, Edward VI may be such a case. The French player may never earn more than 6 VP born while Mary I’s card is in a power’s hand or in the deck. In from building chateaux in a game. this one particular case, the play of the Mary I card by any power 21.5 Papacy is equivalent to playing the Edward VI card. Edward becomes There are four unique considerations for the Papacy: the estab- ruler of England immediately. If Edward is sickly, Mary’s card lishment of the Jesuit order through the play of the Society of is put in the discard pile and is included in the deck for the next Jesus Mandatory Event, excommunication of reformers and rulers turn; if Edward is healthy, the Mary card is removed from play. through the play of the Papal Bull Home card, the Sack of Rome Mary I as Ruler of England Event card, and the building program to create the new St. Peter’s Henry’s heirs all have Administrative Ratings and Card Bonuses Basilica in Rome to gain VP (as described in Section 18.1). as shown on the appropriate Mandatory Event card. These rulers also determine the religious modifiers of English land units, as Society of Jesus described in Section 18.2. However, there is one ruler, Mary I, The Papacy may utilize the Found Jesuit University action once who significantly affects the play of the English power during the Society of Jesus Mandatory Event has been played. Prior to her reign. A devout Catholic, Mary initiated a vehement return to this event, there are no Jesuit Universities on the map and this Catholicism during her reign. Therefore, the following procedure action may not be taken. is in effect when Mary rules England. Excommunication English Impulses Under Mary I The Papal Home card Papal Bull may be played as an event 1. Show Card: When the English impulse begins, the English to excommunicate a reformer or ruler. The Papacy always has power specifies the card to be played but does not yet indicate grounds for excommunication against a reformer. However, the whether it will be played as an event or for CP. must have justification before excommunicating a ruler. The possible grounds are: 2. Mandatory Events: If the card is a Mandatory Event, it is • That ruler’s power is currently at war with the Papacy. resolved normally. If the card is not a Mandatory Event, proceed to Step 3. • That ruler’s power is currently an ally of the Ottoman. • The ruler is Henry VIII and at least one English home space 3. Roll Die: The English power rolls a die. On a roll of 1-3, pro- is under Protestant religious influence. ceed to step 4. On a roll of 4-6, the card is played as normal. The English player goes on to declare whether or not it is using the Being allied with a power that is at war with the Papacy card as an event or CP and resolves the impulse normally. Skip is not by itself grounds for excommunication. The the rest of this procedure. Pope may not excommunicate any of Henry VIII’s heirs. When the Papal Bull card is played against a valid target, 4. Papal Actions: The Papal power gets to execute one or more place an “Excommunicated” marker on the appropriate box at actions based on the CP value of the card. The English impulse is the top of the Papacy power card; this figure or ruler may not be over as soon as this Papal action is resolved. excommunicated again on a later turn (and the French can only • 1 or 2 CP card: Papal power initiates a Burn Books action have Francis I or Henry II excommunicated, not both of them). targeting the English language zone. Against a Reformer • 3 CP card: Papal power initiates a Theological Debate target- When a reformer is excommunicated, remove his debater and ing the English language zone. reformer counters from the map for the rest of the turn. Flip the • 4 or higher CP card: Papal power initiates a Burn Books debater to the committed side; Event cards that require this debater action targeting the English language zone followed directly to be uncommitted may not be played this turn. He reenters play by a Theological Debate in England. at the start of the next turn as described in Section 8.2. Note that Ignore this procedure entirely if all English home spaces are even if Luther is excommunicated, he can still insert himself into Catholic at the start of the impulse; play proceeds normally in a theological debate through play of the Home card Here I Stand such a case. While Mary rules, the English player is also under (after the debate he is once again placed off the map). Excom-

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 39 munication of a reformer has no effect beyond the turn in which never taken in random card draws). After reviewing those cards, it is declared. After the reformer is removed from the board, the he discards one and retains the other in his hand. If the Papacy Papacy may initiate a theological debate in the same language only has 1 card available to draw, he retains that card. The Sack zone as the excommunication (i.e. English for Cranmer; French of Rome card is removed from the deck and may not reenter play. for Calvin; German for Luther or Zwingli). 21.6 Protestant Against a Ruler The Protestant is the one power in the game which spends several When a ruler is excommunicated, place a “–1 Card” marker on turns focused entirely on the religious conflict, with no military their power card. This marker remains on the power card until this concerns whatsoever. During this time, Germany is still under power either concludes a war with the Papacy or donates a card the protectorate of the (and thus is covered draw to the Papacy as described in Section 9.5 (it is not removed in Hapsburg control markers). However, once the Reformation if this ruler dies). This power receives 1 less card per turn during has spread (12 spaces converted to Protestant religious influence; the Card Draw Phase while this marker is present on their power spaces in unrest are counted) and is attracting notice across Europe, card. The Papacy now chooses 2 of that power’s unoccupied home the Protestants begin to fear that their new religion will come un- spaces that are under Catholic religious influence; add Unrest der attack from Charles V. At this time, the Schmalkaldic defense markers to those spaces. league is formed through the play of a Mandatory Event. From this point on, the Protestant also has military matters to handle. Sack of Rome In order for the Sack of Rome event to be played, there must be a Prior to the Schmalkaldic League single stack of non-Papal troops in an Italian-speaking space that Prior to the Mandatory Event Schmalkaldic League, the Protestant contains more mercenaries than the number of Papal regulars in player is under the following restrictions: Rome. That stack does not need to be from the same power that • He can not build any military units. plays the event, and neither these units nor the power playing the • He can not move any military units. event needs to be at war with the Papacy. Rome does not even need to be under Papal control. The play of this card does not • He may never gain mercenaries. add a new state of war between powers and it is not grounds for • He may never gain political control of a space. excommunication. Once the event is played, undertake the fol- Other powers are also under these restrictions: lowing steps: • They may not declare war on the Protestant. Sack of Rome Procedure • Their units may not move or retreat into an electorate. 1. Place Troops in Rome: The stack of troops (including all regulars, mercenaries, and army leaders) is removed from its During this time, conversion of any electorate to Protestant re- current space and placed on Rome. Make a note of the space; any ligious influence allows the Protestant player to add Protestant surviving troops will return there. regulars to that space. Remove the regulars from the Electorate display and place them on the appropriate space on the map. 2. Resolve Field Battle: Although Rome is a fortified space, fight a field battle between this stack and the Papal regulars in Rome. Schmalkaldic League Ignore formation limits; roll 1 die for each unit in the attacking The Mandatory Event Schmalkaldic League can be played as early stack. Papal mercenaries and allied units in Rome are ignored. as Turn 2. It is automatically triggered during the Winter Phase of The Papacy is the defender in this battle (so it receives 1 extra Turn 4: it must occur at that time, if it hasn’t already. As described die and they win ties; roll just 1 die if there are no Papal regulars in on the card, the following effects take place when Schmalkaldic Rome). Both sides may play Combat cards (and any power may League is played: play a Response card). • The army leader John Frederick is added to play. Place him 3. Apply Hits: Apply all hits as losses (as usual). Hits caused with the stack of Protestant regulars closest to Wittenberg against the Papal forces must be absorbed by Papal regulars first. (usually Wittenberg itself). Any hits in excess of the number of regulars may be applied to • The army leader Philip of Hesse is added to play. Place him Papal mercenaries. Hits caused by the Papal forces must be ap- with the stack of Protestant regulars that is closest to the plied as evenly as possible between mercenaries and regulars of Kassel space (usually Mainz). the attacking force. • Convert all Protestant home spaces that are currently under 4. Return Troops: The stack of troops moved to Rome is returned Protestant religious influence to Protestant political control. to its starting space (though probably reduced by several units!). Spaces are not converted if they contain a Fortress marker. • All of the restrictions listed above in the section “Prior to the 5. Papal Victory: If the Papacy won the battle, the procedure is Schmalkaldic League” are now lifted. over. The Sack of Rome card returns to the discard pile and may • The Hapsburgs and Protestant are now At War. The Papacy reenter play on a future turn. and Protestant are also At War. These powers may not lift 6. Papal Defeat: If the Papacy lost the battle, the effects are drastic. these states of war for the rest of the game. Reduce the accumulated CP on the St. Peter’s track of the Papal • Any Protestant regulars and army leaders residing in an elec- power card by 5 (but not below 0). The owner of the sacking stack torate that is under Catholic religious influence are displaced then draws 2 cards from the Papal hand (remember, Home cards are to the nearest electorate under Protestant religious control.

© 2010 GMT Games, LLC 40 Here I Stand, 2nd Printing

From this point forward, conversion of an electorate to Protestant inactive to active unless another major power intervenes. In the religious influence only allows the Protestant player to immedi- inactive state, minor power forces behave as follows: ately place Protestant regulars from the Electorate display on to • They do not move from their current space. that space if that electorate is also under Protestant political control. If that electorate is not under Protestant political control, those • They do not intercept or avoid battle. regulars are withheld from the map until the instant that space is • If there are 4 or fewer land units in a space, they will always under both Protestant religious influence and political control. To withdraw into the fortifications and try to withstand a siege if gain political control, the Protestant player now has to besiege their space is entered. those electorates which were not automatically converted by the • If there are 5 or more land units, they will hold their ground and play of the Schmalkaldic League event. fight a field battle. If they lose that field battle, do not retreat their units from the space as usual. Instead, they retain up to 4 21.7 Foreign War Cards units which withdraw into the fortifications; all other land units The Event cards Revolt in , Revolt in Ireland and War in in excess of 4 are eliminated. Persia force the Ottoman or English player to divert land units and/or army leaders off-map to resolve a foreign conflict. When • Inactive naval units remain in their port and defend if that port these events are played, place the Event card on the map near the is attacked. affected power’s home spaces. This power then selects the speci- fied number of land units from any location on the map (except Minor Power Activation Table a space under siege) and moves those units onto the card. Units Minor Can be activated by... may be chosen from multiple stacks in different spaces. One army Power england france Hapsburg papacy deactivate? leader may be selected from any location and also moved onto Genoa - yes yes yes yes the card. The Event card also specifies the strength of the foreign army; use any available independent land units to represent these Hungary- foreign units (adding available minor power units if there are not Bohemia - - yes^ - - enough independent ones available). To resolve the conflict, the Scotland yes yes* - - yes Ottoman or English player must spend 1 CP on the Fight Foreign Venice - yes yes yes + yes War action for each resolution attempt. A field battle then ensues between the major power units and the independent units on the *France and Scotland are natural allies. France may intervene in Step 4 of card. The battle is resolved just like a field battle on the map, except the DOW Procedure (Section 9.6) if another power declares war on Scotland. that there is no defender to receive one extra die and there is no +Papacy and Venice are natural allies. Papacy may intervene in Step 5 of retreat. If all independent units are eliminated, the foreign war is the DOW Procedure (Section 9.6) if another power declares war on Venice. over. All remaining major power units on the card are placed back ^Hapsburg and Hungary-Bohemia are natural allies. Hapsburg must inter- in their capital (or any other friendly home key if their capital is vene if Hungary-Bohemia is defeated by the Ottomans (22.5). occupied by enemy units). If the independent units were not all eliminated, the major power will have to pay for another Fight 22.2 Activation Foreign War action in a future impulse. Note that foreign war Changing a minor power from inactive to active is called “activa- cards ensure that the major power maintains the specified number tion”. Each minor power may only be activated by a small group of units on the card by requiring that all new land unit builds be of major powers (those powers with which the minor power was placed on the foreign war card. (The only exception is the 1 regular closely aligned historically). (See Minor Power Activation Table, received during the Winter Phase; this regular is always placed in above). All active minor powers may subsequently be deactivated, the capital even if a foreign war is in progress). The major power except for Hungary-Bohemia. may never place extra units on a foreign war above the required Minor Powers can be activated in the following ways: number. Major power units on a foreign war card can not return home (even in the Winter Phase) until they have eliminated all of • If France or the Papacy intervenes after a declaration of war the independent units in the foreign war. (Section 9.6) or if France intervenes after an English DOW on Scotland with the Home card Six Wives of Henry VIII. • The Hapsburg intervenes in Hungary-Bohemia if the Hungar- 22. Minor Powers ians are defeated by the Ottoman as described in Section 22.5. The four minor powers of Genoa, Hungary/Bohemia, Scotland • If France activates Scotland with the card Auld Alliance. and Venice can be important partners to many of the powers. • If the Papacy activates Venice with the card Venetian Alliance. Their role in the game is explained in this section. The section • A major power may play the card Diplomatic Marriage to concludes with a brief description of the independent keys that activate any minor power it is permitted to activate according are also present within the game. to the table above. 22.1 Inactive Minor Powers • The French, Hapsburgs, and Papacy may play the card Andrea Doria to activate Genoa. Note this is the only card that may All minor powers have two states: active and inactive. All minor be played to activate a minor power that is already active powers start the game in the inactive state. As described in Section (since it deactivates Genoa from that other major power and 9.6, a major power may decide to declare war on a minor power. then reactivates it with Genoa’s new ally). This declaration of war does not change the minor power from

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 41

Activate a minor power using the following procedure: • England, France, Hapsburgs or Papacy may play the card Dip- 1. Place “Allied” Marker: Add an “Allied” marker to the box that lomatic Marriage to deactivate Genoa, Scotland, or Venice. cross-references these powers on the Diplomatic Status Display. • The French, Hapsburgs, and Papacy may play the card Andrea Doria to deactivate Genoa from its current ally (they then 2. Declarations of War: A power currently at war with this minor reactivate it as their own ally). power has the choice to immediately declare war (at no cost in CP) on the major power that is activating the minor power. That Deactivate a minor power using the following procedure: power may only declare war if none of the “restrictions at all times” • Remove the “Allied” marker from the box that cross-refer- listed in Section 9.6 apply. If the power chooses to declare war, ences these powers on the Diplomatic Status Display. add an “At War” marker to the appropriate box on the Diplomatic Status Display. If the power declines to declare war, any units of • All control markers from this minor’s former ally are removed that power occupying spaces controlled by this minor power are from the minor power’s home spaces. returned to the nearest fortified space (that is not under siege), as • Units from other powers are displaced if they occupy one described in Step 3 of the Peace Segment Procedure (9.3). of these minor power home spaces that just had a control marker removed. Move land units to the nearest friendly- 3. Place Square Control Markers: All keys currently controlled controlled fortified space and naval units to the nearest by the minor power are now marked with square control markers friendly-controlled port. from the major power. • Next, all land units of the minor power return to the near- 4. Place Hexagonal Control Markers: All other spaces controlled est friendly-controlled, fortified home space of that minor by the minor power are marked with hexagonal control markers power. If no such fortified space is available, return them to from the major power. the nearest unfortified space. If no such space exists, the land 5. Remove “At War” Markers: Remove all “At War” markers units are eliminated. from this minor power’s column on the Diplomatic Status Display • All naval leaders and units of the minor power return to the (this minor power’s diplomacy is now controlled by their major nearest friendly-controlled home port of that minor power. If power ally). no such port exists, the naval units are eliminated and naval leaders are put on the turn track. 22.3 Active Minor Powers Activating a minor power has the following benefits: 22.5 Defeat of Hungary-Bohemia • Military units and naval leaders of this minor power are The Ottoman power is given credit for winning a war against treated just like units and naval leaders of the major power. Hungary-Bohemia at the end of the assault or field battle in which They now move, fight, retreat, avoid battle, and affect nearby one of these two sets of conditions apply: Reformation/Counter Reformation attempts just like the other • Hungary-Bohemia has been activated as a Hapsburg ally units of that major power. (The only difference is that minor through Diplomatic Marriage and the Ottomans control two power units have no impulse or cards of their own.) home keys of Hungary-Bohemia, OR • Military units of the minor power have one additional char- • Hungary-Bohemia is not a Hapsburg ally, but the Ottomans acteristic during the Winter Phase. These units may also control one home key of Hungary-Bohemia and there are 4 or return to a home key of that minor power just as if it were fewer regulars from Hungary-Bohemia remaining on the map. an additional capital. The units of their major power ally do not enjoy this option. When either of these conditions applies, undertake the following • The controlling major power may use the Raise Regular actions: Troop action to build a regular of this minor power in one of • The Hapsburg player must intervene at no CP cost; the Otto- this minor power’s home spaces (assuming an unbuilt regular man and Hapsburgs are now at war (even if they were allied exists in the counter mix). just prior to this assault or battle). • If the minor power is Genoa, Venice, or Scotland, the control- • Hungary/Bohemia is activated as a Hapsburg ally (if not ling major power may use the Build Naval Squadron action already allied via Diplomatic Marriage). Hungary/Bohemia to build a naval squadron of this minor power in one of this can never be deactivated and remains allied for the rest of minor power’s home ports (assuming an unbuilt squadron the game. exists in the counter mix). • All Hungarian home spaces with Ottoman land units in them come under Ottoman control (including keys currently under 22.4 Deactivation siege). Changing a minor power from active to inactive is called “de- • Hungarian units under siege are eliminated. activation”. All minor powers except Hungary-Bohemia may be deactivated. • The Ottoman is awarded 2 VP as a War Winner for defeating Hungary. Minor Powers can be deactivated in the following ways: • If England or France deactivates Scotland with the card Auld 22.6 Independent Keys Alliance. Four keys (Metz, Milan, Florence, and Tunis) are found in inde- pendent spaces. All four start in an independent political state in • If the Ottoman or Papacy deactivates Venice with the card the 1532 scenario; only two start independent in the 1517 scenario Venetian Alliance.

© 2010 GMT Games, LLC 42 Here I Stand, 2nd Printing

(since Milan is under French control and Tunis under Hapsburg computing base VP. If all spaces are covered, that power has 0 control at that time). Like other independent spaces, these keys base VP. The Protestant player adds up base VP as follows: 2 VP can be entered by units of any power at any time. Independent for each electorate that is under Protestant religious influence and regulars in these keys may not move; they simply defend against political control. any power that may be attacking them (just like an inactive minor power, Section 22.1). These regulars may not be rebuilt during play Protestant Spaces (though they may reenter with the City State Rebels Event card). Three powers gain special VP based on the number of spaces under As soon as these keys are captured by a major power, these city Protestant religious influence among English home spaces (for states will no longer be independent. Such a key will be controlled England) or anywhere on the map (for Papacy and Protestants). by one major power or another for the rest of the game, unless Adjust the Protestant Spaces marker on the Protestant Spaces they again revert to independent status due to the play of the City Track on the Religious Struggle Card whenever an action or event State Rebels Event card. causes the number of spaces under Protestant influence to go up or down. The marker should always be placed over the box with the large number that corresponds to the current number of Protestant 23. Victory spaces. The box also contains two smaller numbers: the current special VP award to both the Papacy (listed first in purple) and the There are five ways to win the game, as explained below. The Protestant (listed second in brown). Similarly, adjust the English first two, Military and Religious victories, occur immediately Home Spaces marker whenever an action or event changes the in the Action Phase when the appropriate condition is triggered. number of English home spaces under Protestant influence. The Victory is usually achieved in the ninth phase of the turn, the back of the English Home Spaces counter reminds players that Victory Determination Phase, typically by the accumulation of the English earn 1 VP for every 2 English home spaces under victory points (VP) by each power. The three types of victory Protestant religious influence (round fractions down). that may be achieved in this phase are the Standard, Domination, and Time Limit wins. Special 23.1 Automatic Victories The special VP received by each power are as follows: Military and Religious Victories are immediate wins that end the Ottoman game instantly during the Action Phase. The game is over, even Piracy: 1 VP for each VP space marked on the piracy track of the though the turn has not reached the Victory Determination phase. Ottoman player card. Military Victory Hapsburgs If a power (other than the Protestant) ever gains control of enough Electorates: 1 VP for each electorate under Hapsburg political keys that the Auto Win space is open on their power card during control (that is not in unrest). These points are not awarded until the Action Phase, they win a Military Victory immediately. None the Schmalkaldic League Mandatory event has been played. of these spaces may contain an Unrest marker. Note that a Military Victory is not achieved if a player reveals his Auto Win space dur- England ing the Diplomacy Phase (as deals and peace agreements conclude) Male heir: 5 VP if Edward VI is born during a roll on the Six unless that space is still revealed when the Action Phase starts. Wives of Henry VIII table. The English receive 2 VP if Edward has not been born but Elizabeth I has. Religious Victory If the Protestant power ever achieves religious influence over 50 Protestant spaces: 1 VP for every 2 English home spaces that spaces, it wins a Religious Victory immediately. None of these have been converted to the Protestant faith. Round fractions down. spaces may contain an Unrest marker. France 23.2 Victory Points Chateaux: 1 VP for each chateau that has been built using the Since Military and Religious Victories are uncommon, the game Patron of the Arts Home card. is usually decided by accumulation of VP. Each power earns Papacy victory points as shown in the lower-left section of their power Protestant spaces: Look at the box under the Protestant Spaces card. A power’s current VP total is the sum of their base, special, marker on the Protestant Spaces Track. Award the number of VP and bonus VP. listed in purple as special VP for the Papacy. Base Saint Peter’s: 1 VP for each space marked on the lower St. The English, French, Hapsburg, Ottoman and Papal base VP are Peter’s track. all determined by the number of keys they control. Award the Protestant VP shown in the last open box on their power card. Make sure to Protestant spaces: Look at the box under the Protestant Spaces mark a box with an Unrest marker for each key currently in un- marker on the Protestant Spaces Track. Award the number of VP rest. Boxes with Unrest markers are not considered “open” when listed in brown as special VP for the Protestant.

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 43

Bonus Bonus VP are awarded to players when the following results oc- cur in the game: Game Credits GAME DESIGN & DEVELOPMENT: Ed Beach • Protestant debater burned (1 per debate rating) SPECIAL DEVELOPMENT ASSISTANCE: Matthew Beach, • Papal debater disgraced (1 per debate rating) Ananda Gupta, Dave Cross • Successful voyage of exploration ART DIRECTOR: Rodger MacGowan • Successful voyage of conquest • Copernicus (2 VP) or Michael Servetus (1 VP) event BOX ART AND PACKAGE DESIGN: Rodger MacGowan • Julia Gonzaga (1 VP) followed by successful Ottoman piracy MAP: Mark Simonitch in Tyrrhenian Sea COUNTERS: Rodger MacGowan, Mark Simonitch and • War Winner marker received during Peace Segment Mike Lemick • Master of Italy VP marker received during Action Phase RULES LAYOUT: Mark Simonitch • Bible translation completed (1 VP for each language) PLAYTESTING: Ed Beach, Matthew Beach, Dave Cross, Note that as described on those cards, the Copernicus and Michael Ananda Gupta, Mark Greenwood, Bryan Collars, Ken Servetus cards may be played in the middle of the Victory De- Richards, Paul Nied, Tom Kassel, Jim Adams, Steve Caler, termination phase, but only if the play of that card boosts one Brian Conlon, Jim Pyle, Bob Taylor, Barry Setser, Edgar power’s score by enough to stop another power from winning Gallego, Dave Gray, Allen Hill, Dave Schmid, Robin by a Domination Victory. Griller, Johnny Wilson, Steve Likevich, Steve Cole, Scott 23.3 Victory Determination Phase Bauer, David Wilson, Mick Uhl, Ben Hamdorf, Brian Wade, Joel Tamburo, Mike Willour, Nathan Hill, Robert Waters, During the Victory Determination Phase, all powers check to see if Mike Rea, Ben Knight, Tito Autrey, Jarek Andruszkiewicz, any of the following three types of victories has been achieved. If Knut Grünitz, Brett Dedrick, Steve Nixon, Paul Elliott after checking for standard and domination victories, there is still no winner, and this is not yet Turn 9, advance the turn marker on PROOFREADING: Bryan Collars, Brian Conlon, Dave Cross, the Turn Track to the next box and start another turn. Robin Griller, Ken Richards, Tom Wilde Standard Victory PRODUCTION COORDINATION: Tony Curtis If any of the powers have reached 25 VP or more, the game ends PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis, with a Standard Victory. The power with the highest VP total is Gene Billingsley and Mark Simonitch declared the winner. If two or more powers tie for highest total, the power with the highest total in the previous turn is declared the winner. If the powers were tied on that earlier turn, proceed backward one turn at a time until the tie is broken. Players should record the VP total of each power at the end of each turn on the Victory Record Sheet (found at the back of the rulebook). There is also a VP track printed on the map that can be used to mark each power’s total during the previous Victory Determination Phase. Components Domination Victory A complete game of Here I Stand includes: If during the Victory Determination Phase, if a power’s VP total • 1 rule book is less than 25 but is at least 5 VP greater than each of the other • 1 scenario book powers, it wins a Domination Victory. This victory can only occur • 4 sheets of counters in the Victory Determination phase of Turn 4 or later. Do not check • 6 power cards for a Domination victory during Turns 1, 2, and 3. • 1 map • 110 playing cards (main deck) Time Limit Victory • 19 playing cards (diplomatic deck) If no player has won by the end of Turn 9, award the win to the • 1 Religious Struggle card power with the highest VP total at that time. If two or more powers • 2 Reference cards (identical) tie for highest total, the power with the highest total in the previous • 1 Sequence of Play card turn is declared the winner. A Time Limit victory can only occur • 10 dice in the Victory Determination Phase at the end of Turn 9.

© 2010 GMT Games, LLC 44 Here I Stand, 2nd Printing

Here I Stand - Victory Record Sheet

TURN Ottoman Hapsburgs England France Papacy Protestant

1

2

3

4

5

6

7

8

9 Record the victory points at the end of each turn for each power in the spaces provided above.

Here I Stand - Victory Record Sheet

TURN Ottoman Hapsburgs England France Papacy Protestant

1

2

3

4

5

6

7

8

9 Record the victory points at the end of each turn for each power in the spaces provided above.

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© 2010 GMT Games, LLC 46 Here I Stand, 2nd Printing

© 2010 GMT Games, LLC Wars of the Reformation 1517–1555 47

© 2010 GMT Games, LLC 48 Here I Stand, 2nd Printing

© 2010 GMT Games, LLC